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DarkSwarmNewsDarkSwarm devlog October ‘24
Community

DarkSwarm devlog October ‘24

DarkSwarm · published 2 Oct 2024, 15:28 UTC

All newsPlayers around this dateRead on Steam

Hello SwarmTroopers!

We've been hard at work on the game and wanted to share some of our awesome new features with you.

New Objectives System:


We are actively working on a new Mission Objectives System, which enables our designers to create interesting missions with a lot of variance and randomness. It’s something we plan to expand upon moving forward. Screenshots will follow in the very near future!

Many stability improvements and crash fixes:


Towards increasing stability of the game, and preparing ourselves for the transition out of pre-alpha stage during 2025, we have been fixing a lot of crash/stability issues in the background. Hopefully, you will all experience a more stable playing experience, no matter if you prefer mouse and keyboard, controller, or maybe are on SteamDeck.

Player Occlusion Masking


Tired of not being able to see your character or an enemy nearby, because a wall is in front of you? We have been working on a new “player occlusion masking” shader effect, which will let you see through walls when they are in front of you:


This is a first iteration of how it’s expected to look. It feels more intuitive, and we’ll keep on improving it over time.

Melee weapons


A recent addition to the game is melee weapons. Their primary role is to support the (in the works) stealth gameplay with close up melee kills to avoid detection, as well as provide combat capability to conserve ammunition in tight situations with fast or charged heavy attacks.


We also have some really cool new sounds and animation being designed for all melee weapons. It’s not done yet for all the melee weapons, but having a “slash” here and there definitely lifts up the gameplay. Each character class has its own unique melee weapon, and more of them may show up in the future :)

Procedurally generated “alien goo” in levels


There’s a lot of new alien goo and other disgusting splatter being integrated into the levels:


It will give level designers more freedom, and it is slowly starting to feel more like you are walking in places really infested by aliens. Some of it will be interactive for players, and we are currently working out the details on how that should work. The goal is to make the hive infested areas feel alive and super creepy!

Stealth gameplay early work


We are working on some awesome new stealth gameplay mechanics, and will definitely share more details about it when we feel it’s ready. Safe to say though, it involves sneaking - and then we haven’t even said too much!

Much Love,
The DarkSwarm Team ✌️

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