Update log
Full SunderBound update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Events
- UI and audio
Greetings, citizens of Haven!
Last week, we went through the combat changes that we are working on for the next playable iteration of SunderBound. We pushed the needle more towards a tactical approach. The enemies are fewer, their attacks are more obvious, but they are tougher and hit way harder. You can read more about it in our last Dev Log!
The changes to SunderBound’s combat made us rethink the battlefields in Haven. The corridors and walkways of its sewers had to give way for wider generator rooms and ruined maintenance tunnels. This restructuring also allowed us to rethink the mission system. Here’s a TL;DR:
Engaging in tactical combat in tight spaces is quite hard. We’ve redesigned our levels to fit our new combat system needs. More room for maneuverability, cover, and recuperation.
We’ve replaced Sub-Missions with optional objectives you can discover through the mission. This makes missions more immersive with optional risk-reward situations and with a clearer goal.
Let’s dive in!
Level redesign
The new combat system relies on fewer, smarter, stronger opponents that take longer to kill. This makes the combat more tactical and choices more meaningful, and you can only make so many tactical choices in a level, designed for hordes of melee enemies.
This led us to reevaluate the level design of every level in SunderBound. We ended up with new combat areas with more free space for deliberate combat decisions. Through these new designs, we’re encouraging you to look for choke points, use exploding barrels strategically, and find cover when you need to discuss tactics with your partner.
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No more Sub-Missions
That’s right, we are removing the sub-mission select screen, but we are not removing your choice. In fact, we’ve added more!
The previous system separated each mission into several Sub-Missions and gave you a choice which one to take. However, it had several flaws - choosing a Sub-Mission happened in a separate UI window that stopped the gameplay flow. We also wanted to increase the number of choices you make (and the rewards you receive) without making the mission too long.
The new mission structure gives you one cohesive experience that rewards exploration. Instead of making decisions in front of a UI, you have a larger level to explore, and they are presented with meaningful risk-reward choices through optional objectives. This way, you have a clear goal through the mission, which culminates in one final challenge.
Thanks to this new system, you will:
Enter each mission without really knowing what they will find in there. Befitting the mysterious depths of Haven.
Be encouraged to explore each side path, knowing that there might be an encounter waiting for them at the end (with great rewards, of course).
Be able to make a risk-reward choice on the spot.
Get to the action faster without pesky menus in the way at every floor.
More SunderBound news coming up very soon, keep a lookout for another article next Friday!
See you then!
Obey the Minister, and thank Him for His service.
- Daniel, Community Manager @Kipi Interactive
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