Update log
Full Gennady update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Greetings, three-dimensional beings of all colors and shades. It’s been a while since we last got in touch. But not because we were lazy or forgot — no. All this time we’ve been working hard, without sparing our tentacles. Today we’d like to sum up this year: recall what we managed to do, what we worked on in recent months, and what awaits you in the future.
Extracted changes
- Balance
- Gameplay
- Events
At the beginning of the year, we successfully integrated the chest system. Their main purpose is to give the player a way to restore health or shields. They appear randomly at the start of a room. Chests can also contain additional currency or ammo for the Alley of the Dead.
More recently, we added special VFX to chests so they’re easier to spot. Because a chest you didn’t notice is a bad chest.
One of the most interesting mobs we made this year is the Liquidator. It’s not so much dangerous as it is annoying. It can appear randomly from literally any drop of green goo. At the same time, it’s mobile enough to chase the player through several rooms and remind you of its existence at the worst possible moment.
On May 1st, the open demo version was released. It featured a full gameplay loop of the first biome with all the key mechanics available at the time. We especially enjoyed watching some streamers and bloggers try to survive this black-and-white alien meat-processing plant. It was not only fun, but also very educational.
And yes — even after all the balance improvements, the game was still too difficult. And that was just the first biome. So… what comes next? After nearly half a year of silence, we released the first major demo update. During this time, we didn’t just build new features and tweak balance — we also refreshed the visuals to improve overall gameplay feel.
We introduced the rage system, which grants invulnerability and speeds up the game several times over, added new VFX and impact effects, improved the camera, and reworked the character health system. As practice showed, all of this noticeably smoothed out the difficulty curve, lowered the entry barrier, but didn’t turn the game into a walk in the park. An alien park. And here we are. So what were we doing all this time while you didn’t hear from us? Alongside polishing the demo and participating in various showcases and festivals, we’ve fully completed development of the second and third biomes and have already started working on the final one. We significantly updated the pool of artifacts and upgrades, putting a strong emphasis on build-crafting. The Alley of the Dead was reworked as well — now featuring a special container system that guarantees artifact preservation after death (because pain should be fair, not pointless).
We also assembled challenge rooms — a special type of room that throws a serious challenge at the player. Naturally, the reward for completing them matches the effort.
We’ve done a lot, but there’s still plenty ahead. At this point, we have a clear understanding of what content the full version of the game will include. Let’s lift the veil just a little.
We’re actively working on the final biome. It differs greatly from the previous ones and is built around new mechanics, a debuff system, and mob behavior. The biome boss also turned out to be… let’s say, unexpected — both visually and gameplay-wise. Hopefully, we won’t regret the sheer number of tasks we piled onto ourselves.
Source
