Full notes
Full Biomass: Extermination update
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Repeated intro
Hello everyone!
What changed
- Performance
- Gameplay
- UI and audio
Biomass: Extermination changes
Over the past two years, Biomass: Extermination has grown from a single idea into a project that has connected me with thousands of people around the world. Along the way, many of you have followed development through Reddit, Discord, and other platforms, sharing feedback, ideas, and encouragement that helped shape the game.
I realized it's time to bring that journey here as well.
From now on, I'd like to occasionally share what happens behind the scenes—not only major announcements, but also the decisions, experiments, successes, and even the challenges that come with building a psychological sci-fi FPS as a solo developer.
This isn't just about adding new weapons or polishing environments. Every system in Biomass is designed to support one central idea:
What if your own perception became your greatest enemy?
Recently I've been working on improving several gameplay systems, including weapon handling and combat feedback. One small but satisfying addition is the ability to switch between single-shot and automatic firing modes, complete with a dynamic HUD indicator that lets players instantly see the currently selected mode. It's a relatively small feature on its own, but together these kinds of improvements gradually make the game feel more polished and immersive.
One thing I've learned during development is that game creation is rarely about huge breakthroughs. More often, it's hundreds of small improvements that eventually come together into something much bigger.
I'm looking forward to sharing more of that process with you here.
As always, thank you for following Biomass: Extermination and for supporting independent game development.
See you in the next Development Log.
— Arif
Source
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