In this update2
Full notes
Full Project DINOZ update
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Repeated intro
Hello everyone! We are thrilled to announce that the January update for Project DINOZ is officially live. First off, we want to offer a sincere apology for the slight delay. Transitioning our workflow deeper into C++ proved to be a bit more "prehistoric" in scale than we initially anticipated, but the results are worth the wait.
What changed
- Performance
- Gameplay
- Balance
Project DINOZ changes
What’s New in This Build?
The core architecture of the game has undergone a massive evolution. We’ve transitioned from a Blueprint-only project to a Hybrid System primarily powered by C++. This change provides better performance and a much more stable foundation for future features.
New Environment: The Allosaurus Level is now open for exploration.
Refinement: We’ve made balance and layout adjustments to the Raptor Level based on initial testing.
The Roadmap: What’s Next?
We are shifting our focus toward long-term stability. Because of this, there will be no update in February. Instead, our next major release is scheduled for April 1st.
Why the gap? We’ve decided to use February and March as a "Cleanup and Polish" phase. Moving to a hybrid system left us with some "code debt" that we want to optimize now rather than later. This extra time allows us to ensure the game runs smoothly across different hardware before adding more layers.
The April 1st Update will include:
Two new Incident Logs: Expanding the lore and mystery of the facility.
Full Crafting Implementation: The crafting system will be feature-complete and ready for use.
Thank you for sticking with us through these growing pains! Your patience allows us to build a more polished, professional experience, Kroksy Media Team
Source
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