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Full The Ghost Protocol: Echoes of Steel update
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What changed
- Gameplay
- UI and audio
- Maps
The Ghost Protocol: Echoes of Steel changes
Dev Update #6: Game-Ready & Alpha Bound!
Hey everyone!
Welcome to Week 6 of the dev updates. I can hardly believe it, but I am coming up on 6 months of development for Echoes of Steel. It has been an incredible, grind-heavy journey as a solo dev, and today I have some massive news to share:
The Alpha is officially cooked!
The build is now game-ready and fully playable. There are still some missing pieces and polish needed, but the core experience is alive. I’ve spent the last few weeks working hard to tie up all the loose strings, and I'm thrilled to announce that the entire campaign is now fully connected from start to finish. Every cinematic, story beat, and narrative arc flows right into the next.
Here is a breakdown of where the game is at and what I'm working on right now:
Alpha Testing Started: I am shifting gears into the alpha testing phase, and soon I'll be getting the build into the hands of my initial test group in mid-May to start gathering feedback and breaking things.
Arm-Socket Weapons & Animations: I've started heavily focusing on the mech sockets. Getting those integrated, arm-socketed weapon systems looking and feeling heavy is a top priority. Alongside that, I'm dialing in character animations—walking, attacking, and of course, the destruction/dying sequences.
Sights & Sounds: While the alpha testers do their thing, I’ll be running parallel on visual polish and setting up the repetitive audio lines so the battlefield sounds as chaotic and immersive as it should.
Getting to this stage where the game is finally a cohesive, playable loop is an incredible feeling. I am beyond excited for what's next, and I can't wait to share more as the alpha testing ramps up.
As always, thank you all for following along with this journey. More updates coming soon!
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