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Full notes
Full Expedition RAVN-3 update
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What changed
- Gameplay
- UI and audio
- Fixes
Expedition RAVN-3 changes
Hi everyone! This past month has been focused on improving quality of life and clarifying systems and mechanics following some great feedback. Let’s dive into what improved.
Objectives
A new minimalist objective system has been added to the game. This is intended to provide guidance rather than hand-holding. For players who prefer not to use objectives, there is an option to disable them in the gameplay settings.
Clarity
A brief description of what the demo is now appears on the start screen to better set expectations.
There was also some confusion around lockpicking, so a new tutorial has been added to address the mechanic. In addition, flora, quick transfer and skills now have their own tutorials.
Previously, a station’s information was only shown when first opened. As soon as an item in the inventory was selected, that information was no longer available without reopening the station. This has been updated so that the interface now defaults back to the station’s information. Station icons have also been added to help reinforce that this is a station description.
Levels
There was an obvious omission from the elevator controls - what level am I on?
This has been addressed by adding dials to indicate the current level. Previously, this information was only available when loading a saved game.
Quality of Life
Based on feedback and backlog review, several quality of life improvements have been added:
The status screen now pauses the game, allowing players to better review each status without rushing.
Items in camp storage can now be used directly via a right-click menu, without needing to be removed first.
Quick transfer now supports moving a single item.
Camera transitions during interactions have been improved by introducing multiple positions, reducing jarring movement.
A new gameplay option has been added to disable camera transitions entirely.
History
When starting a game, players were previously presented with a large wall of text explaining the history. This was never intended to be final, and watching it being read made that clear.
The introduction has now been shortened and split across multiple screens, with added audio. This creates a more natural and engaging start to the game. The sequence can also be skipped.
This is still a work in progress, but a significant improvement over the previous version.
Additional
Numerous bug fixes.
The crosshair now fades in and out depending on interaction availability.
Added 7 new passages.
Thank you to everyone following this journey. If you’d like to support the project, you can follow along on itch.io, Steam and X.
Sean It’s My First Day Studios
Source
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