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Steam News28 April 20242y ago

State of Development April 2024

The game is being slowly worked on, I have been facing issues with funding and dealing with depression, but plans of cancelling or abandoning the game are not in the table.

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Full Brutal Fate update

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What changed

0 fixes0 additions4 changes0 removals
  • Compatibility
  • Gameplay
  • Maps
changedThe game is being slowly worked on, I have been facing issues with funding and dealing with depression, but plans of cancelling or abandoning the game are not in the table. The full game's documentation is ready, the plot, level sketches (on papper), and everything else is done, and I am aware that everything I plan to do is possible within the engine's limits while still ensuring multiplayer compatibility. Gore system is solid and optimized. Vegetation is nice and interactive. Weapons are working as intended. Several enemies working as intended. I want to ensure that nobody is getting stuck on walls or freezing in a spot. Nobody is getting catapulted out of the level's bounds, falling through a bottom-less pit, or crushed by a door for daring to walk on the wrong spot. Many games released today, even AAA, can't deliver these things upon actual release, and I am ensuring they work even on the closed alpha build. I have chosen to develop this game vertically, ensuring things are at peak polishment before moving forward with making levels.
changedOne thing that changed with time however, is the timeframe of the game. The original plan was to start the game at the operation in Callisto, and have the Martian War left just as a background text to describe the player character's military expertise. I decided that "Show, don't tell" is a better artistic direction, the first episode of the game will take place in such war, it will allow the introduction of both the aliens and the corporate mercenary armies much earlier (corpos were initially only planned to show up on the last episode), and will help to make the game's gameplay and ambients feel more varied. For the game's demo, I'm thinking about a mini intro campaign taking place on Earth defending a city from a harassment attack of cyborg invasion from the corporate armies, which without spoiling the game's big baddies, would help giving the player a better idea of what is to be a Terran, and a Global Marine.
changedIn the new design, you will see old Earth and it's brutalist cities, you will land on the red boreal forests of Mars on the greatest military operation mankind ever seen, crawl through trenches, raid bunkers on rocky mountains, secure medieval-looking villages, and conquer the shinny, Bauhaus-styled capital city of Mars, you will already get a glimpse of the alien dimension in the best Lovecraftian way possible.
changedNow, you have seen it all, the Global Order Alliance Marines are Earth's finest, the toughest men and women to have ever lived, they can fight in any battlefield, at Earth or not, they can face corporate cyborg abominations, greedy mercenary armies with no sense of right or wrong, extremist communist guerrillas that engages in non-conventional warfare, and cruel hi-tech space nationalists with superior technology, and they can crush them all. For these Marines, being stuck in a foreign planet fighting monsters

Brutal Fate changes

changedThe game is being slowly worked on, I have been facing issues with funding and dealing with depression, but plans of cancelling or abandoning the game are not in the table. The full game's documentation is ready, the plot, level sketches (on papper), and everything else is done, and I am aware that everything I plan to do is possible within the engine's limits while still ensuring multiplayer compatibility. Gore system is solid and optimized. Vegetation is nice and interactive. Weapons are working as intended. Several enemies working as intended. I want to ensure that nobody is getting stuck on walls or freezing in a spot. Nobody is getting catapulted out of the level's bounds, falling through a bottom-less pit, or crushed by a door for daring to walk on the wrong spot. Many games released today, even AAA, can't deliver these things upon actual release, and I am ensuring they work even on the closed alpha build. I have chosen to develop this game vertically, ensuring things are at peak polishment before moving forward with making levels.
changedOne thing that changed with time however, is the timeframe of the game. The original plan was to start the game at the operation in Callisto, and have the Martian War left just as a background text to describe the player character's military expertise. I decided that "Show, don't tell" is a better artistic direction, the first episode of the game will take place in such war, it will allow the introduction of both the aliens and the corporate mercenary armies much earlier (corpos were initially only planned to show up on the last episode), and will help to make the game's gameplay and ambients feel more varied. For the game's demo, I'm thinking about a mini intro campaign taking place on Earth defending a city from a harassment attack of cyborg invasion from the corporate armies, which without spoiling the game's big baddies, would help giving the player a better idea of what is to be a Terran, and a Global Marine.
changedIn the new design, you will see old Earth and it's brutalist cities, you will land on the red boreal forests of Mars on the greatest military operation mankind ever seen, crawl through trenches, raid bunkers on rocky mountains, secure medieval-looking villages, and conquer the shinny, Bauhaus-styled capital city of Mars, you will already get a glimpse of the alien dimension in the best Lovecraftian way possible.
changedNow, you have seen it all, the Global Order Alliance Marines are Earth's finest, the toughest men and women to have ever lived, they can fight in any battlefield, at Earth or not, they can face corporate cyborg abominations, greedy mercenary armies with no sense of right or wrong, extremist communist guerrillas that engages in non-conventional warfare, and cruel hi-tech space nationalists with superior technology, and they can crush them all. For these Marines, being stuck in a foreign planet fighting monsters

The game is being slowly worked on, I have been facing issues with funding and dealing with depression, but plans of cancelling or abandoning the game are not in the table. The full game's documentation is ready, the plot, level sketches (on papper), and everything else is done, and I am aware that everything I plan to do is possible within the engine's limits while still ensuring multiplayer compatibility. Gore system is solid and optimized. Vegetation is nice and interactive. Weapons are working as intended. Several enemies working as intended. I want to ensure that nobody is getting stuck on walls or freezing in a spot. Nobody is getting catapulted out of the level's bounds, falling through a bottom-less pit, or crushed by a door for daring to walk on the wrong spot. Many games released today, even AAA, can't deliver these things upon actual release, and I am ensuring they work even on the closed alpha build. I have chosen to develop this game vertically, ensuring things are at peak polishment before moving forward with making levels.

Right now I want to finish my Doom mods to get these old projects out of the way so I can proceed with this game.

Changes in the script.

One thing that changed with time however, is the timeframe of the game. The original plan was to start the game at the operation in Callisto, and have the Martian War left just as a background text to describe the player character's military expertise. I decided that "Show, don't tell" is a better artistic direction, the first episode of the game will take place in such war, it will allow the introduction of both the aliens and the corporate mercenary armies much earlier (corpos were initially only planned to show up on the last episode), and will help to make the game's gameplay and ambients feel more varied. For the game's demo, I'm thinking about a mini intro campaign taking place on Earth defending a city from a harassment attack of cyborg invasion from the corporate armies, which without spoiling the game's big baddies, would help giving the player a better idea of what is to be a Terran, and a Global Marine.

In the old game's design, everything would have taken place in the cold brutalist capital city of Callisto, some areas in the mountains around the city, then the alien dimension, then space. Mere flashbacks to the Martian war were planned with one or two levels. The game's lore says "The Global Order Alliance Marines are the biggest mean warriors ever because I, the writer, is telling you so, so pick your gun, and start shooting these monsters".

In the new design, you will see old Earth and it's brutalist cities, you will land on the red boreal forests of Mars on the greatest military operation mankind ever seen, crawl through trenches, raid bunkers on rocky mountains, secure medieval-looking villages, and conquer the shinny, Bauhaus-styled capital city of Mars, you will already get a glimpse of the alien dimension in the best Lovecraftian way possible.

Now, you have seen it all, the Global Order Alliance Marines are Earth's finest, the toughest men and women to have ever lived, they can fight in any battlefield, at Earth or not, they can face corporate cyborg abominations, greedy mercenary armies with no sense of right or wrong, extremist communist guerrillas that engages in non-conventional warfare, and cruel hi-tech space nationalists with superior technology, and they can crush them all. For these Marines, being stuck in a foreign planet fighting monsters

Source

Steam News / 28 April 2024

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