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Steam News17 March 20206y ago

Roadmap News #5

After countless sleepless nights, and dodgy rituals, it’s a pleasure to say we've made some great progress on the prototype!

Full notes

Full HellSign update

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

What changed

0 fixes1 addition3 changes0 removals
  • Maps
  • Performance
  • Gameplay
changedPrevious roadmap recap In the previous roadmap we finished planning various ways to improve the content pipeline. As we are now halfway through on the test prototype stage, we wanted to take a breather and give you guys an update!
changedForest Level The biggest milestone for the prototype is the ability to create levels faster, and it was a huge success! In order to achieve this, various aspects of the investigation had to be improved, for example instead of a trillion objects all over the level (which you get stuck on, bug out, etc) the sign locations will be independent from the environment, and the way you collect them will be up to you. Also thanks to these changes, we managed to drastically reduce level loading times! Without further ado, for your viewing pleasure, we’ve included a teaser of the forest level, enjoy!
addedNext up With the levels out of the way, we’ll be focusing on the various aspects mentioned in the last roadmap - e.g. new investigation improvements (more gadgets & ways to collect signs), UX, more engaging ghast, bosses, etc...
changedAight, time to get back to prototyping, as we can’t wait to get it into your hands and hear what you think! Thanks for the continued support, we’ll keep you updated!

HellSign changes

changedPrevious roadmap recap In the previous roadmap we finished planning various ways to improve the content pipeline. As we are now halfway through on the test prototype stage, we wanted to take a breather and give you guys an update!
changedForest Level The biggest milestone for the prototype is the ability to create levels faster, and it was a huge success! In order to achieve this, various aspects of the investigation had to be improved, for example instead of a trillion objects all over the level (which you get stuck on, bug out, etc) the sign locations will be independent from the environment, and the way you collect them will be up to you. Also thanks to these changes, we managed to drastically reduce level loading times! Without further ado, for your viewing pleasure, we’ve included a teaser of the forest level, enjoy!
addedNext up With the levels out of the way, we’ll be focusing on the various aspects mentioned in the last roadmap - e.g. new investigation improvements (more gadgets & ways to collect signs), UX, more engaging ghast, bosses, etc...
changedAight, time to get back to prototyping, as we can’t wait to get it into your hands and hear what you think! Thanks for the continued support, we’ll keep you updated!

After countless sleepless nights, and dodgy rituals, it’s a pleasure to say we've made some great progress on the prototype!

Previous roadmap recap In the previous roadmap we finished planning various ways to improve the content pipeline. As we are now halfway through on the test prototype stage, we wanted to take a breather and give you guys an update!

Forest Level The biggest milestone for the prototype is the ability to create levels faster, and it was a huge success! In order to achieve this, various aspects of the investigation had to be improved, for example instead of a trillion objects all over the level (which you get stuck on, bug out, etc) the sign locations will be independent from the environment, and the way you collect them will be up to you. Also thanks to these changes, we managed to drastically reduce level loading times! Without further ado, for your viewing pleasure, we’ve included a teaser of the forest level, enjoy!

https://youtu.be/MUmtR9NF2k8

Next up With the levels out of the way, we’ll be focusing on the various aspects mentioned in the last roadmap - e.g. new investigation improvements (more gadgets & ways to collect signs), UX, more engaging ghast, bosses, etc...

Aight, time to get back to prototyping, as we can’t wait to get it into your hands and hear what you think! Thanks for the continued support, we’ll keep you updated!

Happy hunting! -Ballistic

Source

Steam News / 17 March 2020

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