What changed
1 fix0 additions3 changes0 removals
- Server
- Maps
- Compatibility
- Balance
fixedQ: How will issues like lag, wall collisions, and aiming be fixed? A: These are tied to the project’s structure. Since we’re building with multiplayer in mind, the single-player experience follows a similar model to multiplayer servers. There are some underlying challenges with the 2D and 3D perspectives, but we’re working on it and ask for your patience.
changedQ: Will the graphics be improved? A: Due to limitations in the rendering pipeline, the visuals aren’t perfect yet. We're pushing the limits, testing effects like overcast skies and snow maps. We'll adjust dark screen issues and refine the graphics over time. Our goal is to recreate a retro 1980s monitor look, and we'll tweak fonts and visuals as we go.
changedQ: Any plans for controller support or mobile versions? A: The PC version is our priority (it offers the best experience). Controller support is planned for later, but we have no set plans for consoles or mobiles yet due to staffing and production limitations.
changedQ: How's the team doing? A: Our team has four members, each handling multiple roles: director/designer, programmer, artist, and animator. We’re all working at full capacity with a mix of skills—programmers also handle music and animation, one artist focuses on animation while the other works on 2D/3D, writes design proposals, and does UI.
No Such Place changes
fixedQ: How will issues like lag, wall collisions, and aiming be fixed? A: These are tied to the project’s structure. Since we’re building with multiplayer in mind, the single-player experience follows a similar model to multiplayer servers. There are some underlying challenges with the 2D and 3D perspectives, but we’re working on it and ask for your patience.
changedQ: Will the graphics be improved? A: Due to limitations in the rendering pipeline, the visuals aren’t perfect yet. We're pushing the limits, testing effects like overcast skies and snow maps. We'll adjust dark screen issues and refine the graphics over time. Our goal is to recreate a retro 1980s monitor look, and we'll tweak fonts and visuals as we go.
changedQ: Any plans for controller support or mobile versions? A: The PC version is our priority (it offers the best experience). Controller support is planned for later, but we have no set plans for consoles or mobiles yet due to staffing and production limitations.
changedQ: How's the team doing? A: Our team has four members, each handling multiple roles: director/designer, programmer, artist, and animator. We’re all working at full capacity with a mix of skills—programmers also handle music and animation, one artist focuses on animation while the other works on 2D/3D, writes design proposals, and does UI.
We're thrilled to have received so much valuable feedback and suggestions from players during this playtest. To address some of the most common questions, we've put together this FAQ to share with everyone.
Q: Will there be multiplayer? A: Yes, multiplayer was planned from the start. We want to offer a relaxed, low-cost experience where players can collect items and chat easily.
Q: How will issues like lag, wall collisions, and aiming be fixed? A: These are tied to the project’s structure. Since we’re building with multiplayer in mind, the single-player experience follows a similar model to multiplayer servers. There are some underlying challenges with the 2D and 3D perspectives, but we’re working on it and ask for your patience.
Q: Will the graphics be improved? A: Due to limitations in the rendering pipeline, the visuals aren’t perfect yet. We're pushing the limits, testing effects like overcast skies and snow maps. We'll adjust dark screen issues and refine the graphics over time. Our goal is to recreate a retro 1980s monitor look, and we'll tweak fonts and visuals as we go.
Q: Any plans for controller support or mobile versions? A: The PC version is our priority (it offers the best experience). Controller support is planned for later, but we have no set plans for consoles or mobiles yet due to staffing and production limitations.
Q: How's the team doing? A: Our team has four members, each handling multiple roles: director/designer, programmer, artist, and animator. We’re all working at full capacity with a mix of skills—programmers also handle music and animation, one artist focuses on animation while the other works on 2D/3D, writes design proposals, and does UI.
Q: What’s next for the project? A: Playtest results were better than expected. We plan to interact more with players, share dev updates, and introduce Q&A radio series. We’re also experimenting with live-streaming our development process.
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