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Full The Explorator update
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What changed
- Store
- Gameplay
- Events
- Balance
The Explorator changes
Hi everyone !
It's been a while since the September update without much news. First and foremost, I'd like to thank everyone who has supported me, whether through comments, sharing, or purchasing early access. It helps me tremendously in my solitary daily life as an independent developer. I'm going to summarize the feedback on the latest update, as there are still quite a few things that need to be changed.
My goal for this update was to make the gameplay more dynamic and to correct the level design with a mission system that involved us more in the quests, but I made two mistakes :
To simplify my task in game design, the missions only considered the final rewards, which made exploration practically pointless, because everything we collected disappeared. And many were disappointed by the linearity of the missions ; the feeling of exploration due to the drastic reduction in level size (in addition to the fact that nothing was kept) removed a good part of the fun.
Therefore, after careful consideration, I'm going to modify the current content again to return to the original concept: a semi-open world with varied loot to collect, while keeping improvements such as the specificity of quests, the crafting system, and the main bases.
The problem is that I'll have to completely change the save system from scratch to return to the initial one. Unfortunately, saves will no longer be compatible once again because it will be too complicated to do so with the new system. I apologize for this, however I warn you that this will be a completely new experience in every aspects, and I will make cheat codes available for those who want to speed up their adventure from the start.
I had planned to tackle the second part at the end of the year, but all the feedback has convinced me to make these changes first.
Nevertheless, I'm going to prepare a ton of additions and improvements because the return to a semi-open world brings back the initial opinions and criticisms of the early access release.
Actually, the first thing that comes to mind now is identity. I realize the game still lacks a bit of immersion. Even though my game has this humorous/cute aspect, the story I'm telling takes place in a pessimistic post-apocalyptic world, and I'm going to strengthen that aspect in every way, whether it's the narration, the levels, or the atmosphere. The gameplay will take a more survival-oriented turn. Because by transforming my levels into a truly dark/melancholic atmosphere, I realize that loot hunting needs to be a core element. Therefore, I'm going to introduce hunger/thirst, stress, and bleeding systems, make combat more challenging so that every encounter has a stake, and involve the player more in exploration. I also plan to make weapons harder to master; their recoil and accuracy will be greatly reduced, and each weapon will have specific ammunition to find (shotgun shells, revolver bullets, 9mm bullets, etc.).
The game will take a much more survival-oriented turn; it will be essential to gather equipment to progress in the adventure.
Exploration will be rewarded with unique items, as well as rewards from side quests that you'll have to discover for yourself. Note that I'll be keeping the Hub system for traveling to certain levels; returning to the base will be free, without being forced back after completing a mission.
You will rediscover the same levels, but completely transformed into a desolate wasteland, teeming with details and objects to collect. There will be tons of components/ingredients that will allow you to craft useful items at the workbench. I also plan to advance the story a bit; there will be new locations and unique creatures in this update.
A drastic change of atmosphere: I'm going to tone down the "clean" and orderly aspect of the levels; you'll be much more lost in the desolate rubble. Every nook and cranny will be a potential danger.
Speaking of which, I'm planning the update for February if all goes well. After that, I'll tackle part two because it needs to move forward ! Especially since I'm eager to get started on it because I'm preparing some really cool environments to explore. And you also want to know if we're going to discover the Atlantis.
Some backgrounds I've started for part 2; they won't be in the next update yet, but I'll do everything I can to catch up.
Here is a summary of the upcoming update for early next year.
return to the semi-open world, return of loot that can be preserved
Need to start a new game (change in the save system) But adding cheat codes.
global overhaul and rework of all levels, level design, lore
- Survival mechanicshunger/thirst system, stress, tons of new items to collect and craft
focus on immersion (reinforced post-apocalyptic atmosphere, more horrific abysses, higher stakes for NPCs)
Minimal progress in the campaign (conclusion of part 1)
February release (if all goes well)
There's another point I haven't mentioned yet, but it's important to share: unfortunately, the early access is currently a failure. I didn't get the expected sales to allow me to enrich the content as planned. I'm almost at 1000 sales, which is really not bad at all for an independent developer making their first video game ! But the money raised has already been used for the September update, and it's going to be very difficult to add content after January, especially anything related to the code, because the money is primarily used to pay my freelance programmer. I was hoping to start selling more copies so I could find a qualified animator and 3D graphic designer to improve the game's quality. I tried contacting influencers, journalists, and YouTubers, but out of the hundred or so I reached out to, only five responded, and two even made a video ! I'm very grateful to them, but unfortunately, this isn't enough to raise awareness of the game right now. Furthermore, the negative feedback has reinforced my decision to keep a low profile for a while longer until I have a truly polished early access release.
I think that after this next update, I'll approach publishers, because I need to surround myself with professionals. Developing an ambitious first project on my own without networks and contacts isn't easy, and I have no experience in distribution or marketing. Furthermore, this would also allow me to secure funding to fully develop the project.
Thank you all for your understanding and support, I hope you enjoyed it ! Feel free to ask me any questions !
Syd
Source
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