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Full notes
Full Ark Odyssey update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Events
- Balance
Ark Odyssey changes
Hello there everyone. Welcome to the monthly dev log!
Since the last dev log, I've been pretty quiet. I was prototyping a new game mode, which is the main topic I'd love to get into in this dev log!
So basically I've tried to look at the comments and feedback for real this time. Mainly the game already has a promising concept but the execution left much to be desired. Instead of fixing and improving on those suggestions. I like to try a different approach and change from the foundation itself.
New Game Mode: Odyssey
Combining the previous game mode of standard wave base with more hoard base and a mix of exploration.
TLDR: Your goal is to race against time to gather resources and become as strong as possible before fighting the final boss in the run.
Level, Zone, and Area Explanation
The game will have 3 different levels each with its unique traits. A level has 3 zones that the player can unlock. Each new zone provides higher difficulty and a slight variation from the last. Players can select a zone to start a run, where they must progress through multiple areas until reaching the final boss.
Basic Game Loop
Upon entering a new area, the player will be randomly spawned around a big map. The space is filled with different events, points of interest, obstacles, and interactable.
Similar to horde survival and vampire survivor clones, there will be a timer and enemy spawn. But every once in a while, the player will be invaded by a special encounter. (NOTE: Unlike VS-Clone, enemies don't drop as many resources. The primary method of gathering resources is for the player to explore, interact, and complete different events and points of interest.)
Once the player is done with the area, they can call for a teleporter to the next area whenever they are ready. But the cooldown will get longer each time. During the teleporter event, they must survive 30s against large horde of enemies. (NOTE: Previously there a repeating feedback that players get to spend too little time in combat before being forced to stare at a menu. This should provide the freedom to choose their own pace and the agency on when best to escape.)
New Mechanic: Clearance Stage
The clearance stage indicates the current progress of the run. The player must reach the final clearance stage to be eligible for the final area, where they can fight the boss. As the clearance stage progresses, a new set of enemies will spawn with increasing intensity.
There are two main methods to progress the clearance stage. Primary method: the clearance stage will progress automatically every minute. For example an easy zone with 10 clearance stages, the player can expect to fight the final boss around the 10-minute mark.
Secondary method: Simply killing an enemy and completing various events. Most of the time you can't out kill the first method. But this alternative is solely for the player who can archive their god run early, as they will be able to trivialize the game and complete the run even faster.
New Mechanic: Area Instability & Dimension Collapse
These 2 mechanics work together to introduce a sense of creeping dread.
Area Instability acts like a timer for the area. The instability decreases at a constant rate. Various actions can influence how fast the rate decreases and some can even refill the instability. There isn't anything to worry about until the moment the instability reaches
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