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Steam News16 March 20251y ago

Chapter 3 Cut Content Situation Explained

Hello all. Unfortunately, I have had to recently make the decision to cut a significant piece of content from the upcoming chapter 3 update, meaning that the arsenal will be incomplete.

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Hello all. Unfortunately, I have had to recently make the decision to cut a significant piece of content from the upcoming chapter 3 update, meaning that the arsenal will be incomplete. As I've spoken about in the past, I've been itching to move on from this project and work on something different not because I've fallen out of love with Xenoterrestrial, but because I hate the game engine it is built in. In recent testing, an issue has arisen with the Cloak, a mechanic thus far only accessible in the sandbox. The cloak is designed to hide you from enemies for as long as you can go without dashing, taking damage, using the jackhammer, or shooting. Despite the seemingly obvious explanation that it sounds extremely unbalanced (though I'd actually assert that it's balanced due to the way level ranks work), there is a very different issue with the cloak that is preventing me from implementing it into the game. For some reason, in certain situations, only certain types of enemies seem to take an extended period of time to 'realize' that you are wearing the cloak and stop seeing you. The strange part is that the code that controls this is THE SAME for all enemies, but not all enemies have the problem. After checking REPEATEDLY and EXTENSIVELY, I cannot figure out for the life of me what is causing this issue. I even tried reprogramming the alertness mechanics of enemies from the ground up and the issue persisted. At this point, I am beginning to think that it's some kind of bizarre issue caused by the engine itself, as there is no logical explanation for why this would be happening. As a result, I have decided to delay the addition of the cloak indefinitely, though its codex entry, and the level and pedestal where it was intended to be given to the player will remain in the game. This is not a decision that I wanted to make, but the alternative was me seriously considering cancelling the update. Hopefully this isn't too much of a loss, I'm really not sure if I will ever revisit this (though I am leaving myself the option to). Otherwise, expect the rest of chapter 3 out this spring!

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changedHello all. Unfortunately, I have had to recently make the decision to cut a significant piece of content from the upcoming chapter 3 update, meaning that the arsenal will be incomplete. As I've spoken about in the past, I've been itching to move on from this project and work on something different not because I've fallen out of love with Xenoterrestrial, but because I hate the game engine it is built in. In recent testing, an issue has arisen with the Cloak, a mechanic thus far only accessible in the sandbox. The cloak is designed to hide you from enemies for as long as you can go without dashing, taking damage, using the jackhammer, or shooting. Despite the seemingly obvious explanation that it sounds extremely unbalanced (though I'd actually assert that it's balanced due to the way level ranks work), there is a very different issue with the cloak that is preventing me from implementing it into the game. For some reason, in certain situations, only certain types of enemies seem to take an extended period of time to 'realize' that you are wearing the cloak and stop seeing you. The strange part is that the code that controls this is THE SAME for all enemies, but not all enemies have the problem. After checking REPEATEDLY and EXTENSIVELY, I cannot figure out for the life of me what is causing this issue. I even tried reprogramming the alertness mechanics of enemies from the ground up and the issue persisted. At this point, I am beginning to think that it's some kind of bizarre issue caused by the engine itself, as there is no logical explanation for why this would be happening. As a result, I have decided to delay the addition of the cloak indefinitely, though its codex entry, and the level and pedestal where it was intended to be given to the player will remain in the game. This is not a decision that I wanted to make, but the alternative was me seriously considering cancelling the update. Hopefully this isn't too much of a loss, I'm really not sure if I will ever revisit this (though I am leaving myself the option to). Otherwise, expect the rest of chapter 3 out this spring!

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Steam News / 16 March 2025

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