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DarkSwarmNewsDarkSwarm Devlog November ‘24
Community

DarkSwarm Devlog November ‘24

DarkSwarm · published 20 Nov 2024, 22:44 UTC

All newsPlayers around this dateRead on Steam

Hi Swarmtroopers!

Since our last devlog, we have been working steadily on a bunch of cool new features, and we really hope this will excite you.

Objectives System UI


We hinted at a new Objectives System in our last dev log. Finally it is ready! It brings a greater sense of purpose to the game, and the underlying system is a big milestone for us towards our vision for the game.

New Animation System


We are in the works of creating a new animation setup for the player characters, and we are really excited about the possibilities it will add to the game. It includes a long-desired overhaul to upper/lower body split, updated locomotion and performance improvements. It probably won’t make it into the game in 2024, and you will definitely hear more about it when it’s ready.

Special Weapons


Last devlog was all about the melee weapons, but this time we have something super cool up our sleeve. How about incinerating your foes? How about freezing them and cutting them into pieces? How about throwing gas bombs at your enemies (and your teammates if you aren’t careful)?


Soon our pre-alpha testers will get their hands on these, and we can’t wait to hear your feedback. Please exercise caution when you use them :)

New Guns


Our designers have been wrapping up some nice custom models for guns, and we think they have done an awesome job! We fully intend to replace all existing guns with custom models, and getting there is going to take some time. For now, we have a cool new flamethrower, updated minigun and autoshotgun, an assault rifle, and some other designs currently being worked on.

New UI

It’s finally time to talk about in-game UI! We have all been wanting this, discussing how it should work, and we have decided to remove the existing player HUD widgets (name, health bar, ammo status), and replace them with something that looks better and is more readable. The people at Death On Demand have heard your pleas, and you will be expected to perform 300% better by the end of the year.

Stealth Gameplay


Strides have been made with the stealth mechanics in our game. This is something we don’t want to rush, since it affects so many aspects of the core gameplay. Enemies should react more intelligently to players sneaking around, but make too much noise and they might spot you and alert their friends. So better pull out the katana and slice them up before it is too late.

You can sneak your way to the reactor if you so desire, but be aware that you have to go back the same way. On the other hand, an aggravated swarm is also the perfect opportunity to exercise the trigger finger. :)

The Spill


We wanted to send out special thanks to all of you who watched the spill and decided to wishlist DarkSwarm on Steam, and those of you who make our Discord feel alive. A huge thank you to Snutt, Satisfactory team, and the entire Coffee Stain family for being such kind and helpful hosts!

For the pre-alpha testers


We are working hard every day so that you can get your hands on the best possible game, and we ask that you continue to play the game, have patience with the bugs that are always part of game development, and provide us feedback whenever you spot something you think can be improved. We are always listening!

‘Till next time,
The DarkSwarm Team ✌️

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