In this update6
Full notes
Full Kaiju Wars update
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Repeated intro
Greetings fellow Mayors. We'd like to submit to the planning subcommittee a rather vague roadmap about exciting new features coming to the demo and Kaiju Wars proper. We hope to meet this timeline, but like all civil planning, things always take longer than you think. Let's get to it!
What changed
- Gameplay
- UI and audio
- Maps
- Balance
Kaiju Wars changes
ROADMAP
(stuff that's already happened) Oct 1st: Demo launched Oct 3rd: UNDO button added Nov 3rd: LOCAL VERSUS (where you play AS the kaiju), Twitch integration added
(stuff that WILL happen)
January 1
Map editor! Create your own missions, and share them on the steam workshop January 15: Map making competition! Become the best city planner (and city destroyer), and win cash prizes. The best maps will be highlighted as future weekly challenges January: Controller support!
February/March
PC release, demo available in all languages
BI-WEEKLY CHALLENGE MISSIONS
We've added six weekly challenge missions so far, but we can't keep up the pace of creating new content while developing the full game, and the demo already has PLENTY of content. A new challenge mission will be added every TWO weeks from now.
DEMO FEEDBACK
We received a TON of excellent feedback from our generous players. We've identified several large areas for improvement that we intend to address. This list will be updated as we improve these experiences.
QUALITY OF LIFE
Players want to be able to UNDO actions/turns, have more options about game speed, and more options. Options are good! - We've already added an UNDO button (but it's limited to unit movement/attacks only. Will update to include deployment, cards, etc.) - We've already added a RETRY MISSION button - We will add a UNDO TURN button - We will add a quick monster movement option, and improve the quick monster ability option - We will add a FAST-FORWARD button (just like your old emulators!) - We will add an option to disable blur on ZOOMING
CLARITY
Sometimes the map gets a bit cluttered. Some things aren't explained well. We're gonna give you ALL the info you want! - We've already toned down the Crisis fire animations (no more California wildfires!) - We've reduced the size of the Flying turkey kaijuTM since it took too much space (especially when flying) - Lookouts building searchlights will be toned down - Will make kaiju go transparent when mousing on tile directly behind kaiju - Better tutorials and animations showing how DARK PROJECT work when a BREACH is in effect - Better tutorials explaining mechanics of the global unit pool and deploying/repairing units in tutorial
SOUND
- Add specific 'player turn' themes and 'monster turn' themes (like Advance Wars) so music tracks don't repeat as often
ART
Art is always a bottleneck, and we'll be continuing adding and improving the in-game art. - More PROJECT card illustrations - Finish Big Donk (giant money) animations - More flying turkey kaiju animations
STORY
By the way, you can click 'skip conversation' at the bottom of each dialogue cutscene, or skip ALL between-mission story cutscenes in the options menu. - Replace low-quality cutscene backgrounds - Tighten up dialogue a bit
UNIT VARIETY & BALANCE
Unit variety is a tough one - we want the game to be easy and accessible to pick up and play, while allowing for interesting decisions and higher levels of play. Basic units can be broken down into two categories: ATTACKERS and LEGOs (EXPERIMENTAL units mix this up, but are rarer). ATTACKERS units gain value by directly attacking the monster. LEGOs gain value by dealing COUNTER damage and having SLOW abilities when
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