
Commander,
The week of December 8-12 shifted focus to a critical optimization pass ensuring SCOS reaches the widest possible audience.
Player-Driven Decision
In response to player feedback from YouTube comments and direct emails, as well as some lighting/texture artifacts discovered during internal testing, we decided to perform an optimization pass aimed at lowering minimum system requirements to run SCOS. Making the game accessible to as many commanders as possible takes precedence over schedule.
Mission Development
Unity Developer Dustin Weitkunat is implementing virtual textures for bridge components to achieve much lower minimum system specifications. This work has pushed demo completion back slightly, but we believe ensuring the demo—and ultimately the full game—runs on more systems is the right call.
Ship Construction & Media Production
The art team continued full steam ahead. Nyx remains focused on the modular space station model forming the center of a new skirmish map. Brian is nearly finished with the first in a series of lore videos introducing Coalition Defense Force ships included in the demo. We can’t wait to get these out!
Literary Progress & Program Management
Daniel Gibbs reached 63,500 words on Deep Strike: book 6 of The Iron Fleet series, where the SCOS campaign takes place. As always, Daniel maintained progress as program manager, working with the team toward demo completion.
Dev Blog Delayed
Due to optimization work, we couldn’t release the new dev blog this week. Once this critical work finishes, look forward to great content showcasing the bridge UI and demonstrating the chatter system.
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Onward!
v/r
Daniel Gibbs
Military Science-Fiction Author and SCOS Producer