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Full notes
Full Hostile Mars update
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What changed
- Gameplay
- Maps
Hostile Mars changes
We’ve made some exciting progress over the last month, and a few pieces of the game are starting to come together in a way that feels really promising. We wanted to give a quick overview of why the status effect system feels like such a big step forward, some of the VFX work we’ve started adding, and a bit of the progress we’ve made on progression out in the world.
Destruction Matters
We briefly touched on status effects last month. We’ve been leaning further into the status effect system, and it’s quickly becoming one of the most interesting core mechanics in the game.
Since the beginning, a big part of Hostile Mars has been destroying bots and harvesting their scraps to expand your base. What we like about the status system is that it ties directly into that loop in a way that feels natural and rewarding. The way a bot is taken down can now affect what you get back from it.
For example, if a bot is hit with an electrical charge, it becomes Electrified. While active, that status increases the bot’s speed, making it more dangerous, but it also increases the resources it yields when destroyed. That tradeoff is exactly the kind of decision-making we want more of.
What gets even more interesting is when multiple effects start interacting. Layering statuses can create organic combinations that are genuinely fun to experiment with. What happens if a bot is coated in explosive fluid before being shocked? Some status effects will help maximize your yield, while others introduce risks that may not always be worth taking.
It’s one of those systems that connects with a lot of other parts of the game at once: combat, defense planning, resource gain, and how players choose to approach each encounter. We’re still keeping some of the details under wraps for now, but this is one of the features that has us especially excited. Even in a rough, unpolished state, it has already led to the kind of testing sessions where we look up and realize we’ve been playing for hours. After working on the same game for years, that’s a pretty good sign.
Bringing Combat to Life
For a long time, many of the new traps we were testing were basically functional black boxes. They worked, but they gave very little feedback about what state they were in or why they were behaving a certain way, which made scenes harder to read even for us.
That’s started to change. As part of a broader pass on traps and enemies, we’ve been adding placeholder VFX and building the code hooks needed to support animations, state feedback, and other effects in-game. A big part of this was also technical, since ECS doesn’t support many of Unity’s usual VFX workflows out of the box.
Even in this early state, it’s already made a big difference. Having clearer visual feedback makes it much easier to understand what is happening in the middle of combat, and now that the groundwork is in place, we’ll keep expanding it across more of the game.
Keep Exploring
There’s also been progress around region progression and wave structure. The idea of defending and expanding through Mars is being reinforced with mechanics like the Core Deployment Vehicle. Instead of simply unlocking a new area through menus or invisible progression, the player builds and escorts a vulnerable core to the next region under pressure. That helps progression feel physical and earned rather than abstract.
ART!
Some concept sketches, blockouts, and new models.
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Closing
A lot of this work is still in progress, but it is already changing how the game feels. Combat is becoming more expressive, the battlefield is becoming easier to read, and progression is feeling more grounded in the world itself. We’re looking forward to showing more as these systems continue to take shape.
-HM Team
Source
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