About a year ago, I decided to remake No Strangers and called the project No Strangers 2.0.
Unfortunately, I failed.
Since then, we released two new games: Digital Market Simulator and SEVENS. However, because we didn't have an audience on social media, we were never really able to promote them properly. Both projects are still waiting to reach more players.
This time, we don't want to repeat the same mistake.
We're starting No Strangers 2.0 again, completely from scratch.
And this time, I'm not working alone. I'm developing it together with Fero, who also worked with me on Digital Market Simulator and SEVENS. For the last month, we've been focused exclusively on the No Strangers remake.
We're not rushing things.
Our goal is to build a solid, scalable, and flexible foundation before anything else.
Because of that, some of our plans for the future of the game have changed.
No Strangers will now work more like an open-world survival game behind the scenes, and yes, there will also be a fully playable online survival mode. This is actually a game format I've wanted to build for a very long time, so I'm personally very excited about it.
We're also building the game around a gamemode-based architecture. This means different maps, different game rules, and completely different experiences can exist within the same game.
For example:
Survival
The classic No Strangers "Who is the Killer?" mode
Competitive weapon-based modes
And many more possibilities in the future
The goal is to create a system that can evolve and support a wide variety of game modes over time.
This time, I'll be actively sharing development progress through my new Instagram account:
@codewerke
I won't be focusing on fancy edits or heavily produced content. I'll use it more like a development blog and share what we're currently working on whenever something new is added to the game.
I've already uploaded two development videos.
If you'd like to follow the project's progress, that's the best place to stay updated. You can also contact me through Instagram or Discord.
A highly flexible inventory system that is both network-efficient and extremely optimized.
A more compact and dynamic UI architecture with navigation flow support and custom styling capabilities.
Smooth gameplay even under medium to high latency while also helping prevent movement-related exploits.
A foundation that allows completely different game modes and gameplay behaviors.
A custom serialization system designed to serialize and deserialize entity and network data as efficiently as possible.
The Lua infrastructure already exists. We haven't deeply integrated it into gameplay yet, but we plan to support gamemode development first.
Kick, ban, and administration tools.
Just like the original game, No Strangers 2.0 will support multiple languages.
A more advanced security architecture for servers and multiplayer systems.
In short, we're building a version of No Strangers that is far more solid, optimized, and expandable than anything we've done before.
The new game will be significantly different from the original. The overall concept is evolving, but the iconic main game mode from the first No Strangers will absolutely return in a modernized and improved form.
We also haven't forgotten players who supported us before. Those who purchased cosmetic DLCs for the original game won't be left behind. We already have a few small surprises planned for them.
The only thing we're asking from you is support.
Follow the project, share it, leave feedback, and help us grow a community around it.
The more feedback and support we receive during development, the better foundation we can build for the game's future.
Unfortunately, in today's world, even good games struggle to survive without an audience.
Thank you for sticking with us.
Instagram: @codewerke