0:00 4:45 left to the moment that trembled the History. 16:00 hours to the moment that will tremble our dev team history. [img]https://clan.cloudflare.steamstatic.com/images//38453457/e51283290131163f3de10a8bc5529d11404a2e88.jpg[/img] [h3] Today marks the day we can present to You our game.[/h3][h2]WW2 Bunker Simulator comes out in Early Access![/h2] But what precisely Early Access means for us both as players and developers? Mostly hell out of the ride. We believe the game is already in decent shape, it's playable, and it will provide You with some great time for 22 in-game days long campaigns worth around 10-20 hours of gameplay that will strongly depend on one skill and some good ol' RNG clusterfunk. In the upcoming months, we are planning to do few things simultaneously. At first, we want to patch out community found bugs and issues. The first Patch should appear around two-three days after the premiere. We are in Early Access. There will be bugs, and thankfully we have brooms. We have an nice internal list of things to be done short-term as well. Below we would like to present to You our longer-term plan for future updates of the game. [img]https://clan.cloudflare.steamstatic.com/images//38453457/678464dca8e70c09258fc269aa43f16a19af555d.png[/img] Before we go any further into the Game Development, we would like to say few things. We want to apologize for the delays. We have believed in premiere in July. Fate wanted it, so we made it in mid-Autumn, and we were able to release it just for September 1st. The day is so very important for many, including us. We want to make a separate Devlog about this day, and it will be published a bit later. We are starting Dev-Stream at 8:00 AM that will be played on the Steam store page in a loop so everyone can familiarize themselves with a game. We are launching a brand new trailer today! Stay Tuned! Now we need to talk about issues those Roadmap milestones are going to answer. [b]INTERFACE[/b] Currently, we believe our overall interface might be a little clunky at first. Our testers team noted us about this, but they agree they got used to it pretty quickly as well. If You feel something itch Your keyboard too much - tell us here: https://steamcommunity.com/app/1155870/discussions/0/3037103460524196803/ [b]ENEMY DETECTION[/b] Right now, at times, it might be hard to tell from where bullets are precisely coming. We recently have made several sounds improvements that mainly addressed the issue, but there is still some more to do, and we still lack a good visual indication of the attack direction. WIP. [b]AUDIO[/b] We want to improve the overall audio in our game. Add more soundtracks and all kinds of various sounds. Improve/Change those currently implemented for better ones. [b]INTRO[/b] :) [b]ALLY AI[/b] [img]https://clan.cloudflare.steamstatic.com/images//38453457/e83a5c63e3c87c2bcb19fa3dce1d4c6b6937354a.gif[/img] ...sort of drill... [b]MISSIONS[/b] [img]https://clan.cloudflare.steamstatic.com/images//38453457/5ea4325f54c8c5ce43765e6a93e2063d4d6295e0.gif[/img] [b]ENEMY AI[/b] [img]https://clan.cloudflare.steamstatic.com/images//38453457/35982bb7921a2625d0373e2233e9deaf022f0889.jpg[/img] We want to teach them to work together better. Overall now AI is mostly good and can provide some real threat to the Bunker, but it can go stupid at times. Emeny AI will be one of our main goals to improve until Full Release. Want to be always up to date with news from our games? Join our community Discord today! [url=https://bit.ly/ArtGamesDC][img]https://clan.cloudflare.steamstatic.com/images//35849585/75fc285aa7879bdfdae914b03e05558bc380dd67.jpg[/img][/url]