HomeGamesUpdatesPricingMethodology
Steam News1 July 20242y ago

DEVELOPMENT OF UPDATE 0.11

There have been no posts for a long time. But this is due to a lot of added and recycled gameplay elements, mechanics, and more. The update will be released very soon, even before the end of the summer sale.

Full notes

Full Beetle Nest update

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

What changed

0 fixes1 addition3 changes0 removals
  • Gameplay
  • Compatibility
  • Maps
addedThere have been no posts for a long time. But this is due to a lot of added and recycled gameplay elements, mechanics, and more. The update will be released very soon, even before the end of the summer sale. Now I am preparing and assembling everything, but not everything was able to be done as planned. The rest of the content will be added every week throughout July.
changedThe main feature will be a complete update of the visual part. The system requirements will be increased, but this increase is not based on an empty place. The game now features highly polygonal models, high-resolution textures, infinite drawing range, and support for Path Tracing (still in beta mode. There are small artifacts in the menu).
changedAlmost all geometry is now calculated on the video card, each element in the game that you will see has its own real geometry, and is not processed using translucent planes, as is usually done. Every blade of grass, every leaf on the tree is a real geometry. The textures of objects and shadows are now divided into viral maps, which allows you to save a lot of video memory without compromising quality. The navigation system has also been improved, but I do not plan to implement it yet, as I will need to determine the processor load. At the moment, the game has a navigation system from the previous version, but it has been slightly improved due to the static navigation grid. If earlier it was calculated only around the character and the enemies could not move freely around the map, now I will chase you no matter how fast and how far you run, they will always find you.
changedA lot of gameplay mechanics have also been redesigned, but this will be discussed in the following posts.

Beetle Nest changes

addedThere have been no posts for a long time. But this is due to a lot of added and recycled gameplay elements, mechanics, and more. The update will be released very soon, even before the end of the summer sale. Now I am preparing and assembling everything, but not everything was able to be done as planned. The rest of the content will be added every week throughout July.
changedThe main feature will be a complete update of the visual part. The system requirements will be increased, but this increase is not based on an empty place. The game now features highly polygonal models, high-resolution textures, infinite drawing range, and support for Path Tracing (still in beta mode. There are small artifacts in the menu).
changedAlmost all geometry is now calculated on the video card, each element in the game that you will see has its own real geometry, and is not processed using translucent planes, as is usually done. Every blade of grass, every leaf on the tree is a real geometry. The textures of objects and shadows are now divided into viral maps, which allows you to save a lot of video memory without compromising quality. The navigation system has also been improved, but I do not plan to implement it yet, as I will need to determine the processor load. At the moment, the game has a navigation system from the previous version, but it has been slightly improved due to the static navigation grid. If earlier it was calculated only around the character and the enemies could not move freely around the map, now I will chase you no matter how fast and how far you run, they will always find you.
changedA lot of gameplay mechanics have also been redesigned, but this will be discussed in the following posts.

There have been no posts for a long time. But this is due to a lot of added and recycled gameplay elements, mechanics, and more. The update will be released very soon, even before the end of the summer sale. Now I am preparing and assembling everything, but not everything was able to be done as planned. The rest of the content will be added every week throughout July.

The update size will be about 1.5 gigabytes, which is twice the size of the game itself. A lot has been done, including I have organized a reserve for multiplayer. But again, not everything could be done even in 3 months of development due to the many details.

The main feature will be a complete update of the visual part. The system requirements will be increased, but this increase is not based on an empty place. The game now features highly polygonal models, high-resolution textures, infinite drawing range, and support for Path Tracing (still in beta mode. There are small artifacts in the menu).

Almost all geometry is now calculated on the video card, each element in the game that you will see has its own real geometry, and is not processed using translucent planes, as is usually done. Every blade of grass, every leaf on the tree is a real geometry. The textures of objects and shadows are now divided into viral maps, which allows you to save a lot of video memory without compromising quality. The navigation system has also been improved, but I do not plan to implement it yet, as I will need to determine the processor load. At the moment, the game has a navigation system from the previous version, but it has been slightly improved due to the static navigation grid. If earlier it was calculated only around the character and the enemies could not move freely around the map, now I will chase you no matter how fast and how far you run, they will always find you.

A lot of gameplay mechanics have also been redesigned, but this will be discussed in the following posts.

Source

Steam News / 1 July 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.