Hey everyone,
I’d like to share some of the recent updates with you.
Over the past weeks, a new LMG weapon was added, giving players another option for heavy firepower. The quest system also received a big rework under the hood — it’s now modular instead of one massive block, which makes it easier to expand, and a new journal UI has been added so you can track quests more clearly as you play.
Player equipment has been expanded as well, with new uniforms and headsets, and camouflage modifiers that directly affect how easily enemies can detect you. This ties into the updated AI detection logic, where stance and movement now play a bigger role in whether you’re spotted.
On the visual side, there have been art updates in the starting area and across the global map, adding more atmosphere and detail. Alongside these bigger changes, plenty of polish, bug fixes, and map adjustments were done to smooth out the experience overall.
Looking ahead, I’ll be focusing on a few areas that should add more depth and variety to the game. A trading system is in the works, which will give players more options for handling resources and gear. Melee combat will also see improvements, both in how attacks feel and how enemies react.
Enemy AI will continue to evolve, with new reaction systems and the ability to call in reinforcements to keep battles unpredictable. Work is also going into map progression, gradually opening up more areas to explore as development moves forward.
On the content side, new hazards and weapons are being prepared. Poison gas will introduce a new layer of danger to encounters, while the addition of a flamethrower — both as a weapon for players and in the hands of enemies — should heat things up in a very literal way.
A huge thank you to everyone who’s been supporting, playing, and sharing feedback during Early Access. Every bug report, idea, or screenshot helps move the game forward step by step. Your support really means a lot.