In this update6
Full notes
Full Raiders Rise update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Events
- Performance
- UI and audio
- Maps
Raiders Rise changes
Welcome to a new community update. As always, we’ll show you what we’ve been working on over the last two weeks! This sprint has included many technical improvements, but we’ll try to keep it as clear and enjoyable as possible!
🧩 Progression and Unlock System
Work continues on the Raiders and their skins. Raiders can now be unlocked through the Battle Pass system, and the team is polishing the visual presentation and the unlock flow so the process feels clearer and more satisfying for players.
We are also implementing a new cosmetic system, which includes:
Character skins
Color variants
Rarity indicators
Visual frames and presentation elements
These cosmetics will allow players to customize their characters and Raiders with more options and styles.
🧠 Tutorial System
We are integrating a new tutorial system into the game.
This system uses a declarative structure, which allows designers to create tutorial sequences in a simpler and more flexible way. The tutorial can perform different actions, such as:
Spawning enemies
Activating waves
Waiting for player actions
Triggering events
Guiding the player through level mechanics
The tutorials are organized into main steps, with detailed actions inside each step. This allows us to create complex tutorials while keeping the logic clear and easy to manage.
📢 Store and Platform Preparation
We have also started preparing the game for distribution on Epic Store.
This work includes:
Setting up the store page
Uploading builds
Preparing images and descriptions
Testing downloads and installation from the client
This ensures the game can be released smoothly when it is ready.
⚙️ Development Improvements
To improve the team’s workflow, new automation tools have been created.
Before, designers had to manually connect textures and cosmetic elements. Now, much of this setup can be done automatically with a single click, reducing development time and making the process much more efficient.
We are also working on visual improvements for characters, including:
New shader systems
Updated rendering pipeline
Better lighting support
These improvements will help characters look better both in menus and during gameplay.
🎨 Characters and Skins
The team continues producing new skins and content for the characters.
Current work includes:
New skins for characters like Sky, Skreel, and Bebbo
Steam post image
New skin concepts for Zantetsu, Sky, and Bebbo.
👾 Enemy Development
We are also working on new enemy types. These enemies will add more variety and challenge to the gameplay.
Here you can see the Golem and Kamikaze models respectively.
🖥 Interface and Character Selection Screen
The team continues developing the character selection and overview screens.
New features include:
Animated character previews
Character overview screens
Improved presentation of cosmetics and skins
The system is still being polished to improve clarity and presentation.
🌍 Level Design and Environments
A large part of the level design work has focused on Planet 1.
Several improvements have been made, including:
Integration of a new collision system
Adjustments to enemy spawn points
Level balancing
New environmental elements were also added, existing maps were improved, and concept work for new maps has started.
Little by little, all the systems, visuals, and mechanics of the game continue coming together to build the full Raiders Rise experience.
➡️ Don’t forget to add Raiders Rise to your Steam wishlist to follow all updates. ➡️ Join our Discord and take part in our upcoming playtests.
See you in the next update! 🚀
Source
Changelog.gg summarizes and formats this update. How we read updates.
