Full notes
Full System Overload update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
Is officially coming in June—which is close! Yay!
Right now, my workflow is a constant loop:
Play the game
Implement minor changes and improvements
Restart the playtest and repeat
This is the best approach for where the project is at. The product is largely finished and I'm focused on polishing, even though there are still several components that need to be reworked or removed entirely.
Cleaning up the "Spaghetti Code"
To be honest, the current state of the code is a bit of a "playable cluster-f***." Because I started development back in December when I was still a total newbie, I was obsessed with "perfection and realism." That decision is coming back to bite me now. I over-engineered things that didn't need to be so complex. For example:
Too many different types of RAM and CPU archetypes.
Complex WiFi provider systems.
An oversaturated shop.
All these items made the gameplay feel more like "PC Management Simulator" rather than the story-driven experience I actually want to create.
The Goal
I am currently "rescuing" the project by stripping away the useless, over-engineered "bullshit" that doesn't add value. I'm refocusing on making the game more about player decisions and narrative. Thanks for sticking with me while I clean up the mess and make this game what it’s truly meant to be!
Source
Changelog.gg summarizes and formats this update. How we read updates.
