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Steam News3 February 20264mo ago

Dev Update: Current game progress

Hey everyone! It’s been a while since I started this project, and a lot has happened since then. I wanted to share the current progress on Time to the Frontline so you can get an idea of where things are at.

Full notes

Full Time to the Frontline update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone!

What changed

0 fixes2 additions3 changes0 removals
  • Events
  • Gameplay
  • UI and audio
  • Performance
addedCore MechanicsAI Logic for Enemies Enemies now take cover smartly and shoot from tactical positions. They patrol with a list of possible decisions like interacting with objects, chatting with other AIs, or playing animations. They have senses to detect threats such as hearing footsteps, getting hit, being touched, or spotting enemies. When they die, they drop their weapon (yes, you can pick it up, don’t take it for granted!). Group alert system: if one enemy is attacked, nearby allies will be notified. Added a "token system" under the hood to prevent enemies from overwhelming the player by attacking all at once. Instead, they take turns.
changedCore MechanicsSupply Drop Because, honestly, ammo doesn’t grow on trees! You’ll be able to call in supply drops to request weapons and ammunition. Bonus: if enemies happen to stand below the drop at the wrong time, well, too bad for them.
changedCore MechanicsSupport Drone Your handy little companion! The drone follows you and assists with various tasks. Since the game’s UI will be minimal, you’ll rely on it for interacting and aiming. Current features include: Pointer Aiming Scanning (for fragments and points of interest) Flashlight Dock and Undock.
addedCore MechanicsPrint Fragments Not the usual boring collectibles! You’ll use these fragments to customize your spaceship room through a 3D printer. Collect resources, return to the mothership orbiting above, and print new furniture to flex with your friends.
changedWorld and EnvironmentThe first level, Earthfall, is now playable! It’s a dense forest full of (too many) polygons, so optimization is ongoing. You’ll move from the skydive landing site through the forest and into the city under Chronarch attack.

It’s been a while since I started this project, and a lot has happened since then. I wanted to share the current progress on Time to the Frontline so you can get an idea of where things are at.

Core Mechanics

  • AI Logic for Enemies

    • Enemies now take cover smartly and shoot from tactical positions.

    • They patrol with a list of possible decisions like interacting with objects, chatting with other AIs, or playing animations.

    • They have senses to detect threats such as hearing footsteps, getting hit, being touched, or spotting enemies.

    • When they die, they drop their weapon (yes, you can pick it up, don’t take it for granted!).

    • Group alert system: if one enemy is attacked, nearby allies will be notified.

    • Added a "token system" under the hood to prevent enemies from overwhelming the player by attacking all at once. Instead, they take turns.

  • Weapons (lots of them!) I wanted players to have real choices when it comes to firepower, so I’ve created a bunch of different weapons, each with its own special ability.

    • One-handed weapons:

      • Eclipse Viper

      • Nebula Stinger

      • Pulsar MK-I

      • Quantum Blaster

      • Solar Flare

      • TQ60 (my personal favorite!)

    • Two-handed weapons:

      • Hyperion Rifle

      • Nebula Strike

      • Nova Blaster

      • Quantum Raider

      • Ion Lance

      • Nova Assault

      • Photon Carbine

      • Plasma Repeater

      • Railgun Vortex

      • Starshot Sniper

      • Thunder Strike

  • First Boss: Titanous The first boss is here! Titanous comes with multiple attacks and three phases. Without spoiling too much, here’s what’s implemented so far:

    • Stomp

    • Punch

    • Seismic Ray

    • Thrusters

    • Charge Attack

    • Dash, Gatling

    • Shield

    • Missile Barrage.

  • Chronarch Scout A fast and agile enemy that jumps around trying to surround you. It still needs a few tweaks, but the core behavior is working.

  • Supply Drop Because, honestly, ammo doesn’t grow on trees! You’ll be able to call in supply drops to request weapons and ammunition. Bonus: if enemies happen to stand below the drop at the wrong time, well, too bad for them.

  • Support Drone Your handy little companion! The drone follows you and assists with various tasks. Since the game’s UI will be minimal, you’ll rely on it for interacting and aiming.

    Current features include:

    • Pointer

    • Aiming

    • Scanning (for fragments and points of interest)

    • Flashlight

    • Dock and Undock.

  • Print Fragments Not the usual boring collectibles! You’ll use these fragments to customize your spaceship room through a 3D printer. Collect resources, return to the mothership orbiting above, and print new furniture to flex with your friends.

  • Skydiving No, it’s not like that other game where you drop from space to fight bugs. Here, you’ll jump from the mothership, exit a dropship as you enter the atmosphere, and skydive through key story moments (no spoilers yet). Implemented so far:

    • Dropping from the dropship with full VFX

    • Transition into freefall

    • Landing sequence after skydiving

World and Environment

The first level, Earthfall, is now playable! It’s a dense forest full of (too many) polygons, so optimization is ongoing. You’ll move from the skydive landing site through the forest and into the city under Chronarch attack.

You can always check out the Time to the Frontline Roadmap and join Discord.

Follow the game on social media:

TikTok: @timetothefrontline

Instagram: @timetothefrontline

Thanks to everyone for the amazing support!

Source

Steam News / 3 February 2026

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