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Steam News6 July 202511mo ago

Devlog #7 - Core loop finished

Week #13 of development. Amazingly, I did not switch back to turn-based gameplay! It stays real-time. For good.

Full notes

Full Frost Protocol update

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What changed

0 fixes5 additions6 changes0 removals
  • Gameplay
  • Maps
  • Balance
changedAmazingly, I did not switch back to turn-based gameplay! It stays real-time. For good.
changedThis also meant I could dive deeper into actual game mechanics this time and focus on the overall core gameplay loop. A big change (conceptionally) is that there won't be multiple missions / expeditions anymore. Instead, you have to manage an outpost and expand it. This includes more base building elements and more world exploration, which makes it much more interesting I believe.
addedI just created a new video on YouTube showing some uncut gameplay if you are interested.
addedNew Features / Changes:
changedImproved task system at the outpost → Tasks can have requirements: Items (which you have to find or craft), other tasks (that need be finished beforehand), energy, etc...
addedResources, Inventory System, and Crafting → Introduced crafting materials that can be found on the outpost map (by finishing tasks ,such as "Open container") → That's why I needed an inventory system. I implemented two different systems and decided to go with a slot-based drag-and-drop system for now. → Back in the base, the player can use the resources to craft items (for example items that are required for tasks)

Week #13 of development.

Amazingly, I did not switch back to turn-based gameplay! It stays real-time. For good.

This also meant I could dive deeper into actual game mechanics this time and focus on the overall core gameplay loop. A big change (conceptionally) is that there won't be multiple missions / expeditions anymore. Instead, you have to manage an outpost and expand it. This includes more base building elements and more world exploration, which makes it much more interesting I believe.

I just created a new video on YouTube showing some uncut gameplay if you are interested.

[dynamiclink href="https://youtu.be/S0TxBzR0oVA"]

New Features / Changes:

  • Improved task system at the outpost

    → Tasks can have requirements: Items (which you have to find or craft), other tasks (that need be finished beforehand), energy, etc...

  • Resources, Inventory System, and Crafting

    → Introduced crafting materials that can be found on the outpost map (by finishing tasks ,such as "Open container")

    → That's why I needed an inventory system. I implemented two different systems and decided to go with a slot-based drag-and-drop system for now.

    → Back in the base, the player can use the resources to craft items (for example items that are required for tasks)

  • Fog of War!

    → Makes everything more interesting, especially exploration

    → Robots can place sensor drones to gain static sight

  • Robots

    → New energy system for robots. Energy needs to replenished in the home base

    → Shield for tanks

    → Very strong laser attack for assault bots

  • Base

    → Layout change: only two levels

    → Pathfinding added: Crew can be positioned by clicking

    → The base is now shown within the world (not just black background on the sides)

  • Food creation

    → Plan, grow, and harvest food

  • Crew

    → Fatigue and hunger rises (no debuff yet)

    → Eating and sleeping possible (Eating requires food)

  • Core loop playable

    → Transitions between day and night phase are working

Whats next?

Refine the combat concept:

  • Where and when do monsters spawn?

  • Are danger levels reset between two visits?

Implement more systems at the base:

  • Thinking about a temperature system

  • Robot station: Repair, upgrade, replenish energy

Conclusion:

Source

Steam News / 6 July 2025

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