[h1]Hello Riftbreakers![/h1] As much as we would love to continue discussing the exciting process of the Co-Op mode development, it is not the only thing on our plates now. We are introducing many changes to the game, most of which will benefit both the single-player and multiplayer game modes. These changes include improvements in the mission design, various objectives, balancing changes, and quality-of-life tweaks. Today, we want to show off some elements we are reworking and expanding alongside the co-op mode development. Many of these features have been planned for quite a while - and it is finally time to make them a reality. [img]https://i.imgur.com/3Ipv1WV.gif[/img] [b][i]Not a day goes by without at least one playtesting session. We're making sure that we test all scenarios - 2, 3 or 4 players. It's tempting to always go max on the player count, but in reality, we know that this is going to be the rarest case.[/i][/b] Our multiplayer testing has revealed areas where the game could use a bit more functionality. Take the minimap, for instance. Currently, it's only useful for spotting enemies and unexcavated resources. But we believe it can do so much more. During our co-op runs, we often find ourselves asking, ‘Have you built X already?’ This is something we can easily convey through the minimap. We're planning to assign icons to critical buildings and resources, so you can keep track of your base's status with just a glance at the minimap. If you prefer a simpler map, we'll also provide filtering options to filter the displayed items. And this is just one of the many upgrades we have in store for you. [img]https://clan.cloudflare.steamstatic.com/images//34659267/56a380f01a207546b766c132090391b8783b5958.png[/img] [b][i]CLICK TO ENLARGE! This is the work-in-progress mockup of the minimap we came up with. It features toggleable filtering options on the left, more icons for the most important game elements on the map itself, as well as a symbols legend on the right. This is going to evolve and change over time, but we want you to have a rough idea of what wer'e working with.[/i][/b] Our game already features a lot of content. If you’re not speedrunning, completing the Campaign Mode with all the expansions will take a few days to finish. To fill such a lengthy campaign with content, we added many ‘dynamic events’ that can occur between the regular mission objectives. These range from sudden weather condition changes to native creatures’ incursions. For instance, a sudden sandstorm might reduce visibility, or a swarm of creatures might attack your base. We’ve been systematically adding these events with the release of each World Expansion. Each biome in our game comes with a range of side objectives that give you chances for additional rewards or temporary bonuses. [img]https://i.imgur.com/kTiVMnz.gif[/img] [b][i]Some random events are more... volatile than others. But there is always a bright side - more wind power during the tornado, for example.[/i][/b] Unfortunately, as we were focused on fleshing out the central points of the campaign storyline, we did not have as much time to focus on the side missions as much as we would have liked to, and there were simply not enough of them implemented fully in the game. This led to side missions repeating often, especially in the Survival Mode. How often can you study the unusually large creature in the lab after it turns out to be unexplainably aggressive? Initially, we wanted to have way more variety in these objectives. Luckily, we now have time to improve on that. [img]https://i.imgur.com/5xSOGNC.gif[/img] [b][i]Bosses that spawn as a result of a random encounter will also be picked from the new boss creature pool. They will get the new skills and HP bonuses. It also means more loot. The bigger they are, the harder they fall.[/i][/b] We are working on an overhaul of the side objectives and randomized events. The existing ones will receive new dialogue lines and other improvements. For example, our favorite “unusually large creature” will no longer be destined always to be the same species. Instead, we will use our new Boss Creature system, a feature that introduces powerful and unique creatures as challenges, to keep you on your toes and give you a real challenge according to the difficulty level. We are also adding entirely new objectives - for example, you will have to face attacks from swarms of Kermons and Phirians. Formations of resource-rich minerals will pop up in the Crystal Caverns biome. Acidic Yeast will be more aggressive and actually pose a threat. We have lots of improvements to make. We will share more information on these as we progress with their development. [img]https://i.imgur.com/fWpP7wi.gif[/img] [b][i]A creature that is able to resurrect other enemies on the battlefied is always the number one priority.[/i][/b] While adding more events and side objectives is fun, we haven't forgotten about the existing missions. We've learned a lot about what’s possible within The Riftbreaker’s gameplay rules, and we've gained access to many new tools and technologies as our engine evolves. We're actively working through the entire campaign flow, introducing improvements wherever possible. These include failsafe mechanisms, more precise progress indicators, new markers, and logic fixes. After we're done with this round of improvements, the game’s missions should feel much more robust and stable. We're dedicated to making The Riftbreaker the best it can be, and we're excited to share these improvements with you. [img]https://i.imgur.com/1o7Vndr.gif[/img] [b][i]Baxmoth drones have always been deadly. Baxmoth drones on a boss creature - even more so.[/i][/b] Updates will also improve the balance of the game. The past couple of months have been filled with playtesting, both for us internally and for our closed beta playtesters. Playing the game for hours on end with the years of experience we now have under our belts was an exciting experience. It allowed us to reach some conclusions that eluded us beforehand. We realized that some of us have been engaging in play patterns that are not very fun but painfully effective - self-sacrifice bombing formidable enemies in multiplayer, for example, or using Cryo Stations instead of walls in the Volcanic Area biome because of their higher HP/cost ratio. We want to give you an incentive to avoid these techniques but leave them intact in case you really want to stick to them. [img]https://i.imgur.com/0ojfX4m.gif[/img] [b][i]Our resurrection mechanics have proven quite effective and encourage players to keep each other alive instead of simply blowing up in the face of enemies. Sometimes others even want to help a bit too much and get destroyed in the process. You live and you learn.[/i][/b] Apart from conclusions related to gameplay mechanics, we also had some thoughts about the stats on some of our buildings, weapons, and resource costs - both when it comes to construction and upkeep. We want to make sure that if we decide to make any changes here, they are thoroughly tested. Our closed beta is the perfect playground for us. Thanks to the expertise of the beta testers, we will be able to test the changes we want to make and see their implications in practice. These things are often very hard to predict, so real-life testing is the best way forward. [img]https://i.imgur.com/1YkGVvw.gif[/img] [b][i]Wherever we end up going with these changes, we want to make sure the game stays fun. This is why testing is a priority for us.[/i][/b] We hope you’re excited about all the new content and improvements we’re preparing for you. We would like to remind you to sign up for our Co-Op closed beta test, a crucial step in ensuring the quality and balance of the game before its full release, right here: [h1][url=https://forms.gle/wdFeVGGHE1rwAdvx8]SIGN UP USING THIS GOOGLE FORM[/url][/h1] Also, remember to join our Discord at www.discord.gg/exorstudios and visit our streams on Tuesdays and Thursdays at 3 PM CEST at https://www.twitch.tv/exorstudios. All the best! EXOR Studios