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Steam News12 June 20251y ago

Devlog #6 - Major Update

3 weeks since my last update. Time flies when you work all the time... For those interested in seeing updates more often, check my other social media stuff. So now, it's 10 weeks into development.

Full notes

Full Frost Protocol update

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

What changed

0 fixes4 additions4 changes0 removals
  • Gameplay
  • Maps
addedSo now, it's 10 weeks into development. The biggest change is that I switched to real-time from turn-based. I had to rework all concepts to fit this new system so there's not that much in regard to new mechanics or visuals. Most of the work is under the hood.
changedWhy did I do this? Turn-based felt boring. If you look at the gameplay video, your main goal will be to defend your crew / certain positions. In turn-based, this meant: Shoot / Use abilities -> next turn -> enemies move closer -> Repeat
changedAlso, it made the game too tactical and strategic, whereas the atmosphere I want to create should be more dangerous and direct. There still will be a lot of strategic components to combat but they are implemented differently. Missions can / must be planned beforehand (analyze the map / tasks / spawnpoints, choose your crew / robots and their loadouts, etc.).
addedNew Features / Changes:
changedAs mentioned: Turn-based -> Real-time → Uploaded a gameplay clip for combat
addedMore atmosphere: → Added a ground fog, better wind "clouds", darkened the color palette a bit

3 weeks since my last update. Time flies when you work all the time... For those interested in seeing updates more often, check my other social media stuff.

So now, it's 10 weeks into development. The biggest change is that I switched to real-time from turn-based. I had to rework all concepts to fit this new system so there's not that much in regard to new mechanics or visuals. Most of the work is under the hood.

Why did I do this? Turn-based felt boring. If you look at the gameplay video, your main goal will be to defend your crew / certain positions. In turn-based, this meant: Shoot / Use abilities -> next turn -> enemies move closer -> Repeat

Also, it made the game too tactical and strategic, whereas the atmosphere I want to create should be more dangerous and direct. There still will be a lot of strategic components to combat but they are implemented differently. Missions can / must be planned beforehand (analyze the map / tasks / spawnpoints, choose your crew / robots and their loadouts, etc.).

New Features / Changes:

  • As mentioned: Turn-based -> Real-time

    → Uploaded a gameplay clip for combat

  • More atmosphere:

    → Added a ground fog, better wind "clouds", darkened the color palette a bit

  • Changed the task system

    → Task have requirements (e.g. "Task: Restore Energy" must come before "Task: Activate Turret")

  • Map visuals:

    → Added a base on the tutorial mission to make the map feel more alive.

Whats next?

Still the same as last time: Highest priority: I really need to start early alpha playtests!

Conclusion:

I'm very happy with the change to real-time. Fits my vision of the game.

Have a nice day, guys!

Source

Steam News / 12 June 2025

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