
Commander,
The week of December 15-19 perfectly illustrates why we haven’t assigned a firm date to the SCOS demo release. Welcome to game development with a small indie team.
The Optimization Cascade
What began two weeks ago with Unity Developer Dustin Weitkunat investigating a graphical display bug (random green circles on the bridge) and realizing he could fix it while addressing player feedback on system requirements has morphed into a full-fledged optimization pass. Additional graphical bugs emerged—this morning, standalone builds lost all colors on the bridge entirely.
Dustin is focused 100 percent on eliminating these bugs. Once complete, we’ll have a dramatically more performant game at the lower end of system specifications—and be able to slash our minimum requirements significantly—plus a solid internal QA test candidate build. He’s working through the weekend to finish this critical work.
Ship Construction & Media Production
The art team continued standard operations. Nyx remains focused on the modular space station model: a power module and miscellaneous structures were completed today. Brian continues work on lore videos introducing each playable ship (in Skirmish Mode) in the upcoming demo from both the Coalition Defense Force and the League of Sol Navy. (A third faction’s ships come later.)
Literary Progress & Weekend Testing
Daniel Gibbs reached 71,000 words on Deep Strike—book 6 of The Iron Fleet series where the SCOS campaign takes place. Daniel is standing by this weekend to test the build across multiple Windows machines, as Dustin codes on his primary Linux machine (aka The Bulldozer).
We march onward to demo completion and can’t wait to share our next dev blog… coming soon™.
v/r
Daniel Gibbs
Military Science-Fiction Author and SCOS Producer
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