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Steam News18 March 20263mo ago

Metalworks, Workzones, and Flow Issues

Status Update Our current priority is stability for v19a. We’re addressing a large number of bugs before pushing further gameplay changes or new content.

Full notes

Full ANEURISM IV update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions2 changes1 removal
  • Performance
  • Gameplay
addedStatus Update Our current priority is stability for v19a. We’re addressing a large number of bugs before pushing further gameplay changes or new content. We’re also reviewing broader progression and feedback loops tied to gameplay systems, with exploration happening in parallel. Metalworks / Work Zone Investigation Current Issue
changedGameplay feels frustrating rather than intentional
addedNew or uncoordinated players struggle to engage with systems
removedRemoving too much interaction reduces tension
changedEvaluate impact on gameplay flow

ANEURISM IV changes

addedStatus Update Our current priority is stability for v19a. We’re addressing a large number of bugs before pushing further gameplay changes or new content. We’re also reviewing broader progression and feedback loops tied to gameplay systems, with exploration happening in parallel. Metalworks / Work Zone Investigation Current Issue
changedGameplay feels frustrating rather than intentional
addedNew or uncoordinated players struggle to engage with systems
removedRemoving too much interaction reduces tension
changedEvaluate impact on gameplay flow

Status Update Our current priority is stability for v19a. We’re addressing a large number of bugs before pushing further gameplay changes or new content. We’re also reviewing broader progression and feedback loops tied to gameplay systems, with exploration happening in parallel. Metalworks / Work Zone Investigation Current Issue

  • Resource flow (metal) can be easily disrupted by Cortex

  • Players are forced into repeated conflict while working

  • Interactions currently lack counterplay

Result

  • Progression slows down

  • Gameplay feels frustrating rather than intentional

Why It Matters

  • Players avoid metalworks entirely

  • New or uncoordinated players struggle to engage with systems

  • Creates imbalance in job usage and weakens overall cooperation

Current Direction Marked Work Zones Steam post image

  • Visually indicated with yellow caution tape (yellow lines in image)

  • Intended to protect resource flow in key areas

Potential Benefits

  • Reduces disruption in core work areas

  • Allows players to engage with systems more consistently

  • Creates clearer structure around where conflict happens

Risks We’re Considering Work Zone Abuse

  • Players retreating into zones during combat

  • Baiting others into restricted areas

Over-restriction

  • Removing too much interaction reduces tension

  • Systems may feel artificial instead of emergent

Rule Clarity

  • Potential confusion around where and how rules apply

Next Steps

  • Test small-scale implementations after v19a

  • Evaluate impact on gameplay flow

  • Continue gathering feedback

Note Everything here is still in progress and subject to change. If you want to follow this more closely, we’ll be starting to share raw notes and ongoing discussion in our Discord. discord.gg/vellocet

Source

Steam News / 18 March 2026

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