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Full The Ghost Protocol: Echoes of Steel update
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Repeated intro
Hey everyone! Week 5 of the development log (6 months of dev so far) for Echoes of Steel just flew by. It feels like there aren't enough hours in the day, but we've hit some massive milestones this week that I'm incredibly excited to share with you.
What changed
- Balance
- Compatibility
- Gameplay
The Ghost Protocol: Echoes of Steel changes
Here is what’s been happening behind the scenes:
Boss Fights Implemented & Modeled: A lot of brainstorming went into this! I just finished planning and implementing all the boss fights. My main goal was to ensure every single encounter feels completely unique and non-repetitive. Alongside the mechanics, the 3D meshes for these bosses are fully built and ready to go.
Smarter Monster AI: After some initial combat testing, I realized the enemies needed a bit of an upgrade, so I completely rebuilt the monster AI. They are a lot smarter and more tactical now. I’m not sure if that’s good news or bad news for your survival chances... hahaha!
Cinematics & Game Flow: I’ve finished almost all the planned cinematic videos (just one left to go!) and successfully linked them directly into the core game flow.
Deepening the Narrative: After doing an overall playthrough of the current build, I realized there was room for even more storytelling. I’ve gone back in and injected more narrative, world lore, and visual polish into the experience.
Squashing Bugs: The QA phase has officially begun. I’ve been running a ton of tests and found plenty of bugs, but luckily, they are all simple fixes so far!
I'm continuing to grind away on the balancing, world lore, and visuals. If all goes well with this momentum, I'm still aiming to start beta testing by mid-May.
Feel free to ask me anything, i am happy to share details about the game, and getting ideas no where to move it foward.
If you haven't already, please consider wishlisting Echoes of Steel to stay updated!
Source
Changelog.gg summarizes and formats this update. How we read updates.
