This post will be on the longer side, so we’ll preface the TL:DR version upfront.
The game is still in active development, but our resources and the time we can commit to it are severely limited at the moment. Expect this to take a while. Sorry.
We are reworking large sections of the game because we didn’t like where we had ended up with it.
Levels and characters will no longer be procedurally generated, we will instead focus on bringing compelling, handcrafted gameplay and characters to the forefront.
We’re currently testing the new systems while building the early story levels.
With that out of the way, let’s get into some specifics.
First question, why the change? If we’re so diminished in our capacity to work on the project, why restructure it at all instead of just finishing what we had?
A valid question for sure. But we came to agree that our focus on finishing what we had instead of changing what didn’t work early on ended up driving us into a corner. The cumulative effect of which was a product that we were not very satisfied with, but felt stuck with at the same time.
So, when our current time troubles began we sat down and made the hard call to overhaul the games systems from the ground up instead of devoting what little resources we could spare into trying to patch up a sinking ship.
That’s just how these things go sometimes… we should have made the decision earlier, but better late than never.
Onto the topics of what we’re changing and why. And instead of talking about every change, we’ll just go over what the new direction will be, because otherwise this will drag out far too long.
The Fifth Expedition will deal with a crew of pre-defined characters, each with their own strengths, weaknesses, personality, backstory, dialog and gameplay function, as they delve into the ancient machinery below their home. Their task will be to secure their colony as well as figure out why the first four expeditions never came back after their attempts to do the same. Along the way they will have to scavenge for supplies and avoid countless dangers and treacherous terrain to survive, as well as manage interpersonal strife and struggles as the journey takes a toll on them both physically and mentally.
As a player you will manage the crew, guide them through the hand crafted encounters as you explore and uncover the mysteries and dangers of the ancient factory and the abandoned ruins deep below.
Gameplay is split between exploring the areas in real time, dealing with dangerous encounters in a turn based system, with periodic returns to the crews camp site to fill up on supplies, manage personal and plan your next approach.
We’re looking to making the experience more compact and focused, which will likely result in shorter but more complex and interesting levels and a more story and character driven campaign.
In terms of development, we are building and testing the new systems like turn based encounters while also outlining and tightening up the story progression, character writing and design as well as testing and iterating on the level design for the first few encounters.
We want these new areas to feel challenging and rewarding of clever thinking, without devolving into an endless list of pure combat encounters. Problems to be overcome with limited resources and ingenuity, not brute force and repetition.
Now, all of this will sadly take time. So don’t expect these things to happen in the next couple months.
We will try to be better about our communication in the future, an aspect of our tasks that has fallen off the wayside and into a deep pit of nothingness over the last year as real life issues and scheduling conflicts have slowed our progress to a crawl.
If you’re still following this little project, thank you for your time and patience. Know that our hearts are still in this.
And thank you.
The Snapjaw Games Team
State of the Game 2.0
Hello everyone.
In our last update, we mentioned that we were currently reworking the game a bit, going back to what we thought worked, what didn’t and how we got to that place.
This process took some time, but we are finally able to go on with a new, streamlined and greatly improved vision for the game.
We re-examined what we wanted to accomplish and what kind of game would best fit that purpose, and the result we arrived at feels like the game we always should have made, without all the baggage that we picked up along the way of the development so far.
Going forward, the game will focus a lot more on a concrete story and fully fleshed out characters, backed by hand crafted levels and challenges.
While we still like the idea of a procedurally developed dungeon with unique and dynamic problems to solve, we simply cannot deliver on it in the way we want to with the resources we currently have.
The result in this approach was an infinite amount of bland levels that all played the same.
Instead of this, we want to focus on well crafted levels first, infinite variation second.
The second big change is going to turn based instead of real time. The background for this is complex and marred in the history of the games development and conception, and therefore a bit too long to go into at this point.
But the discussion of going turn based has come up several times during development, but has always been put aside because it would’ve been too costly and time consuming to implement. But now that we are doing the overhaul, it is time to bite this bullet as well.
In the near future we will be retooling the game to be more focused on tactical exploration and delivering a solid character based narrative.
Each level is sectioned into a number of challenging encounter rooms that can be overcome in different ways depending on the characters brought into the level.
While doing so, you will have to keep an eye on the characters remaining abilities, physical health and mental stress to ensure they make it safe and sound through each level.
The storyline for each character will dynamically change depending on their health, the levels they take part in and what happens to other characters around them.
For now, all of us will be taking a short break for the holiday season, but we’re all eager for our fresh start in the new year.
Expect to hear more from us and more details on what’s coming in early 2017.
Until then, we wish you all happy holidays and a great new year.
- The Snapjaw Games Team
State of the Game
Hello everyone.
As some may have noticed, we have not updated the game in a while.
This does not mean that we are not still working on it.
So what's going on with it then?
Let's talk shop for a moment.
We are not very happy with the current state of the game.
For reasons long and complicated the game as it is right now does not accurately represent the vision we had when we began development.
Game development is hard and you are often faced with difficult choices and problems along the way. In our case, a these accumulated over time, and since we were very involved with the process, it took us some time to realize what was happening.
But through the feedback we received, we were forced to take a step back and re-examine what we set out to do and what we ended up doing.
The result is that while we are still working on the game, we have stopped development on the current build and will instead be focusing on an overhaul or the mechanics.
This will take some time and change the way the game is played significantly.
So, this is why we have not released any updates on the game in a while. We had to sit back and take a hard look at it, identify the existing problems and where they crept in.
The decision to overhaul the core mechanics was not an easy one to make and we took our time thinking it through.
But we hope and are fairly confident that the changes will ultimately be for the better.
Details as to what these changes are going to be will be revealed in a future update, once we are certain of the new core design and have everything nailed down on our end.
We hope you'll understand the decision and thank you for your patience.
- The Snapjaw Games Team
== Changes ==
-Changed a some room layouts
-Changed the tutorial text for the control room
== Bug Fixes ==
-Savegames where not working correctly sometimes - Fixed
-Fixed fire in a room
-Fixed nondestructable passages
-Hanging caused some weird behavior - fixed
== Changes ==
-New Pathfinding
-Added Linux build
-Food drop chance lowered in crates
-Abort and Leave only avaible via ingame button(No UI Button anymore)
-Operator Skills UI improved
-Added more Charges to operator skills to make them more useful
-Windup Times for Enemys and Turrets (Most enemys/turrets need some time to fire at your characters)
-New Movement Modes (Reckless=Ignore Traps|Careful=Dont move on Traps)
-If a character can't find a way they will call "Operator?/Help?/NeedAssistance"=for orders
-Alert System (5 Levels wich trigger different security protocolls)
-Alert Beacons removed and replaced through security cameras
-New Camera traps added
-Room Changes (Improved layout / Gameplay)
-Hang in there! (Characters will not fall to their death anymore! They will hang on edges and wait for help)
-LiveBar on Hover (If you already know the Live/Armor of a enemy it will appear on hover)
-New enemy Type (Recharger -> Charges security Systems that have been drained)
-Added additional Animations (Hanging and helping in example)
-With enough strength units can pull themselve up
-New Rooms and suprises !
== Bug Fixes ==
-Bridge Position Bug fixed (We missed a room with bridges)
-Fixed Glass that couldnt break
-Crafting mats ignore bug
-Room "Reactor Blowup" sometimes impossible
-Fixed a permission bug in the forum that prevented users from posting
Update 0.8 - Alert System Update
Important Notice:
We've been made aware that our discussion board was closed. This was not intended. We have reopened it and apologize for the mistake
Hello everyone.
Here we are with the second content update for The Fifth Expedition.
This time around we've done a lot of things under the hood.
Most importantly, the alert system. The game now keeps track of the alert level within each map. Destroying parts of the security system or getting spotted by cameras will increase the alert level.
If it goes to high, new enemies will emerge into the map and complicate matters.
Also of note: an overhaul to the movement system that gives every character a bit more of an self preservation instinct.
Characters will now try to avoid traps they can see and, unless ordered to be reckless, refuse to cross obviously harmful areas, asking for new orders instead.
The system will be expanded in future updates to make the characters AI and pathfinding even smarter and including the perception attribute into things.
Additionally, we added some quality of life abilities.
One such is that characters who fall into holes will no longer automatically be killed, but try to grab onto the edge.
If their strength attribute is high enough, they'll just pull themselves up. If not, another character can pull them up if they arrive in time.
Also new: Once any enemy has been damaged by a character, you'll be able to hover over them to see their hitpoints.
These are just some examples in a long list of small changes and fixes. For a full picture, take a look at our patch notes.
We're hoping you'll enjoy the new additions while we work on the next batch of improvements and new content.
- The Snapjaw Games Team
Update 0.7 - Map Interactivity
Hello everyone.
We're excited to bring you the first content update for The Fifth Expedition.
In this update, we're adding several quality of life features that were requested by players, such as the game starting in the camp phase and character corpses being lootable to retrieve lost items as well as many other small changes.
We're also adding several of new items, such as the Ghost Armor, Kinetic Barriers and EMP Grenades.
Lastly we're adding more interactive objects in the environment and adding a couple new character animations.
We're hoping you'll enjoy the new additions while we work on the next batch of improvements and new content.
- The Snapjaw Games Team
Patchnotes 0.7.2
= Early Access - Release 0.7.2 =
Released: 2016-04-26
== Changes ==
-Machines will spawn later in game now
-Added Flashlights to all units
-First levels are now easier
-Changed ration distribution (You can't give units more then they need)
-Added additional info elements to unit selection
-Sudden-death Timer now a lot higher
-Description "Recharge Equipment" changed to "Recharge battery"
-Description "Overload" changed to "Overcharge (Blow up)"
-Description "NEW" changed to "FOUND"
-Description "BUILD" changed to "CRAFTED"
-Added Colors to bridges if they switch
-Added new Blocker traps
-Changed the time of some blocking traps to be less annoying
-Added Colors to machines if they change states
-Changed bossroom spawns to be less frequent
== Bug Fixes ==
-Tutorial text fixes
-Door Emission fixed (Will stay visible in Fog of War)
-Continue button press able through tutorial text fixed
-Door Visibility improved
-Added missing emission to machines
-Bridge Position Bug fixed
-Heat sink position bug fixed.
-Airlock Numbers changed to X(units) / X(Needed)
===================================
Patchnotes 0.7.1
= Early Access - Release 0.7.1 =
Released: 2016-04-22
== Changes ==
-Added schematics to lootcrates
== Bug Fixes ==
-Doublicated schematics in crafting
===================================
= Early Access - Release 0.7.0.0 =
Released: 2016-04-22
== Changes ==
-Game Start switch to Campphase
-Changed Patchnotes beta to Early Access
-Corpses are now lootable
-You can now Charge a other characters battery with yours
-Added new Items into the game(Example:Ghostarmor)
-Added Tutorial text to campphase first start
-New Indicators added to items "New" and "Build"
-Added Bullet physics to some weapons and traps
-Rebuilded all Rooms with the new Tile set
-All Areas are now distinguished through textures and colors
-Added Hiding places
-Added Heal and Charging stations
-Added new Hints
-Added Secret passages
-Added Event rooms
-Added Overload action to some objects
-Added warning Signs to explosives
-Added ItemLog into Debriefing screen
-Added some Background Ambience sounds
-Changed Radar dots to Icons
-Changed Energy Cell consumtion to ONE for all
-Lowered Energy Cell charges
-Added Radar Goal reminder for tutorial
-Added more random locked or charged doors
-Item Loot UI changed so that it doesen't interrupt the game
-Gamma adjusted on default to higher value
-Damage to walls will now add cracks depening on the damage
-Missing Icons added
-Camp Screen updated
-Menu UI Improved
== Bug Fixes ==
-Minor Bug in Savegame fixed
-Missing translations added
-Gamma adjusted
-Resolution font problems on 1366x768 fixed
-Fixed some descriptions that are now outdated
-Fixed Turret behavior to real bullet physics
-Fixed locked rooms(They should now contain at least a button)
-Torso Shadows fixed
-Strange Flying metal plates removed
-Misplaced traps that removed floors fixed
-Lighting fix
-Lootroom with double icon fixed
-Enemy and Turret targeting bug on flares fixed
-Missing Doors fixed
-Decoration & Door rotation fixed
-Enemy Livebar bug fixed
-Drained turrets did not change their color fixed
===================================
= Early Access - Release 0.6.0.1 =
Released: 2016-04-08
== Changes ==
-Autosave message added
-Lootcrate info added
-Airlock radar position changed to airlock button
-Added a hint for entering the control-room.
== Bug Fixes ==
-Tutorial text placing changed
-Some Text mistakes fixed
-Energy Cell action fixed
===================================
= Early Access - Release 0.6.0.0 =
Released: 2016-04-07
== Changes ==
-Endroom music added
-Stronger Enemys will spawn later (Lv4 / Lv6)
-Guide added to Steam Community
-Monitor switcher added to graphics
-Credits Images added
== Bug Fixes ==
-Character detail underscore bug fixed
-Added missing colorcode to some loot crates
-Added missing colorcode to some traps
===================================
= Early Access - Release 0.5.9.1 =
Released: 2016-04-06
== Changes ==
-Tipps added to UI elements
-Research removed until properly fixed
-Tipps added to Loading Screen
-New Boss Room added
-Quit changed to "return to main menu"
-Roadmap and patchnotes seperated
== Bug Fixes ==
-Double Damage issue fixed
-Text size problem fixed in camp
-Big maschine flicker fix
===================================
= Early Access - Release 0.5.9.0 =
Released: 2016-04-05
== Changes ==
-Plasma Turrets encounters added
-One new Turret configuration added
-Traps have status endicators on them -> colorcoded
-Three new enemy configurations added
-Deactivated Debug loading infos
-Damaged Traps will now display a healthbar
-Added new Rooms
-Plasma turrets can now destroy enviroment and enemys
-Some enemys fire real projectiles now
-More Items to be found in lootcrates
== Bug Fixes ==
-Fixed problems with non 16:9 resolutions
-Traps fixed that couldn't be deactivated or drained (Piercer and Heatsinks)
-Fixed Particle issues on Buttons
-Visible Particle effects on non discovered tiles fixed
-Boss Rooms upgraded to new version
-Fixed Trap placing issues
-Turret Targeting issues resolved via new Behavior AI
-Turrets are now nowalkables
===================================
= Early Access - Release 0.5.8.2 =
Released: 2016-04-01
== Changes ==
-Translations Added
-Steam Achievements added
-Enemys will now face units
-Event Rooms changed
-Item drop notification added
-Now displaying current mission level in camp
== Bug Fixes ==
-Translation bugs removed
-Traps fixed that couldnt be deactivated or drained
-English Auto Default on missing translations
===================================
= Early Access - Release 0.5.8.1 =
Released: 2016-03-31
== Changes ==
-Trap and Enemy status is now visible via color
-Missing Icons added
-Enemy AI Improved
-More Voices added
-Display equipment on team screen
-Display warning if a unit has no gear for the mission
-New Enemys added
-New Traps added
-Annoying Traps/Enemys/Deco removed
-Credits updated
-Button range lowered to 2 Room distance
-Pathfinding improved
-Units can now be renamed in unit overview.
-Steam Leaderboard added
-Endless Descent added
== Bug Fixes ==
-Sound Adjustment problems fixed
-Trap and Enemy Behavior
-Visible Enemys on MiniMap now disappear if not visible
-Traps and enemys that couldnt be drained fixed
===================================
= Pre Release - Release 0.5.8 =
Released: 2016-03-24