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Steam News28 September 20259mo ago

Weekly Devlog #3 - Sep 28

This week has progress across various facets of development. Our artists have made animation of transformations and attacks of our bosses, while also finalizing environmental elements.

In this update3

Full notes

Full MineGeon: Renegades update

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

What changed

2 fixes3 additions15 changes0 removals
  • Server
  • Maps
  • Gameplay
  • UI and audio
  • Fixes
changedThis week has progress across various facets of development. Our artists have made animation of transformations and attacks of our bosses, while also finalizing environmental elements. The UI team has developed and refined mockups for character attributes. On the programming front, advancements were made in multiplayer functionalities, including the synchronization and enhancement of gameplay systems.
changedArtistsCompleted the attack animation 1 for Boss phase 2 in Biome 2 and made progress on animation 2, also applied feedback to improve the boss animations.
changedArtistsSubstantial work was done on the death animation for the boss in Biome 2, with significant progress on the second phase attack animations.
changedArtistsCompleted the transformation animation from phase 1 to phase 2 of the Boss in Biome 2, and made progress on the corresponding burst animation.
changedArtistsWorked on a polished version of the boss scream animation for phase 2 in Biome 2 and applied additional feedback.
changedArtistsExported spritesheets for the ranged enemy in Biome 4 and started the death animation for Boss phase 2 Biome 2.

MineGeon: Renegades changes

changedThis week has progress across various facets of development. Our artists have made animation of transformations and attacks of our bosses, while also finalizing environmental elements. The UI team has developed and refined mockups for character attributes. On the programming front, advancements were made in multiplayer functionalities, including the synchronization and enhancement of gameplay systems.
changedCompleted the attack animation 1 for Boss phase 2 in Biome 2 and made progress on animation 2, also applied feedback to improve the boss animations.
changedSubstantial work was done on the death animation for the boss in Biome 2, with significant progress on the second phase attack animations.
changedCompleted the transformation animation from phase 1 to phase 2 of the Boss in Biome 2, and made progress on the corresponding burst animation.
changedWorked on a polished version of the boss scream animation for phase 2 in Biome 2 and applied additional feedback.

This week has progress across various facets of development. Our artists have made animation of transformations and attacks of our bosses, while also finalizing environmental elements. The UI team has developed and refined mockups for character attributes. On the programming front, advancements were made in multiplayer functionalities, including the synchronization and enhancement of gameplay systems.

Artists

Boss and Environmental Animations

  • Completed the attack animation 1 for Boss phase 2 in Biome 2 and made progress on animation 2, also applied feedback to improve the boss animations.

  • Substantial work was done on the death animation for the boss in Biome 2, with significant progress on the second phase attack animations.

  • Completed the transformation animation from phase 1 to phase 2 of the Boss in Biome 2, and made progress on the corresponding burst animation.

  • Worked on a polished version of the boss scream animation for phase 2 in Biome 2 and applied additional feedback.

  • Exported spritesheets for the ranged enemy in Biome 4 and started the death animation for Boss phase 2 Biome 2.

  • Completed animations for dash and walk cycles and work is ongoing on other idle animations.

  • Concluded animations of ranged Biome 4 encounters and participated in meetings to resume work on Boss phase 2 Biome 2.

  • Finished up the props and general scene for the satellite, and started new hangar design with some ongoing fixes to diversify the hangar style.

UI Artists

UI Enhancements and Mockups

  • Made final adjustments to the UI for character attributes and proposed additions to the Loot Pod menu.

  • Completed proposals for the character attribute menu and adjustments to its mockups, with ongoing updates to the mineral pod menu.

  • Worked on finalizing assets for the attribute menu mockups and continued developing mockups for character attributes.

  • Developed assets for proposed changes to the UI of character attributes.

Programmers

Game Mechanics and System Enhancements

  • Resolved animation flow issues with the healing machine in multiplayer, created and tested its online spawner. Added explosion particles for Snow Heavy through the pool manager instead of instantiate, and made several other system implementations for eggs and turrets in Biome 2.

  • Enabled arrow icon functionality in runs, completed icon saving, and improved the asynchronous save method. This includes indicators and robust logic enhancements for game saves.

  • Successfully completed the UI map for the inventory, ensuring laser setups are correct and the current levels display properly synchronized across players. Began work on navigation for both mouse and controller inputs.

  • Implemented the attribute panel and integrated it with the attribute manager. Further integrated player attribute manager with the stats controller.

  • Debugged LootPod and healing machine issues, finalized their online functionality, and addressed several sprite and cinematic concerns.

  • Worked on difficulty implementation and refined the recruiting process to be seamless throughout runs.

  • Ensured each character's attribute points save individually and added maximum attribute values to character data.

  • Finalized functionality for the healing machine, configurable in terms of healing percentage. Continued debugging and refining interactions and cinematic sequences for the boss.

  • Updated enemy life, speed, and spawn rates to function correctly under the difficulty system and performed preliminary reworks for enemy systems.

Source

Steam News / 28 September 2025

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