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Steam News17 April 20262mo ago

Weekly Dev Log: Campaign Triggers, Boss Phases, & The Basehub

Hey everyone, time for the weekly update! (+/- a day) This week has been all about wiring the core systems together and making the world of Echoes of Steel feel cohesive.

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Full The Ghost Protocol: Echoes of Steel update

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Repeated intro

Hey everyone, time for the weekly update! (+/- a day)

What changed

0 fixes1 addition2 changes0 removals
  • Events
  • UI and audio
  • Gameplay
changedCampaign & Mission Triggers: I've been deep in the logic, connecting both the overarching narrative events and the specific in-mission action triggers. The flow from story to grid-based combat is really locking into place.
changedLooking Ahead to Next Week: The immediate goal is to completely wrap up these current assignments. Once the remaining triggers and boss phases are finished, I'll be pivoting over to audio integration. Specifically, I'll be connecting the repetitive SFX to bring the gameplay to life—things like the modular weapon fire and tactical pilot routing audio ("on my way," "target acquired," etc.).
addedI’ve attached images of the new basehub visuals (BaseHub4 and BaseHub10, as the base develop) below so you can see the progress. Let me know what you think!

The Ghost Protocol: Echoes of Steel changes

changedCampaign & Mission Triggers: I've been deep in the logic, connecting both the overarching narrative events and the specific in-mission action triggers. The flow from story to grid-based combat is really locking into place.
changedLooking Ahead to Next Week: The immediate goal is to completely wrap up these current assignments. Once the remaining triggers and boss phases are finished, I'll be pivoting over to audio integration. Specifically, I'll be connecting the repetitive SFX to bring the gameplay to life—things like the modular weapon fire and tactical pilot routing audio ("on my way," "target acquired," etc.).
addedI’ve attached images of the new basehub visuals (BaseHub4 and BaseHub10, as the base develop) below so you can see the progress. Let me know what you think!

This week has been all about wiring the core systems together and making the world of Echoes of Steel feel cohesive. The biggest news is that most of the tactical levels are now fully complete, which is another massive milestone for the project!

Here is a breakdown of what got knocked out over the last several days:

  • Campaign & Mission Triggers: I've been deep in the logic, connecting both the overarching narrative events and the specific in-mission action triggers. The flow from story to grid-based combat is really locking into place.

  • Boss Fights: I finished building out three distinct boss fight phases and their associated visual effects. There are still a few more phases to go, but these encounters are shaping up to be seriously intense.

  • Basehub Visualization: Between deployments, you need a place to regroup. I made a lot of progress setting up the visuals for the basehub—the downtime area between combat levels.

Looking Ahead to Next Week: The immediate goal is to completely wrap up these current assignments. Once the remaining triggers and boss phases are finished, I'll be pivoting over to audio integration. Specifically, I'll be connecting the repetitive SFX to bring the gameplay to life—things like the modular weapon fire and tactical pilot routing audio ("on my way," "target acquired," etc.).

I’ve attached images of the new basehub visuals (BaseHub4 and BaseHub10, as the base develop) below so you can see the progress. Let me know what you think!

Nir.

Source

Steam News / 17 April 2026

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