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ANEURISM IVNewsMetalworks, Workzones, and Flow Issues
Community

Metalworks, Workzones, and Flow Issues

ANEURISM IV · published 18 Mar 2026, 16:58 UTC

All newsPlayers around this dateRead on Steam


Status Update
Our current priority is stability for v19a. We’re addressing a large number of bugs before pushing further gameplay changes or new content. We’re also reviewing broader progression and feedback loops tied to gameplay systems, with exploration happening in parallel. Metalworks / Work Zone InvestigationCurrent Issue

  • Resource flow (metal) can be easily disrupted by Cortex

  • Players are forced into repeated conflict while working

  • Interactions currently lack counterplay

Result

  • Progression slows down

  • Gameplay feels frustrating rather than intentional

Why It Matters

  • Players avoid metalworks entirely

  • New or uncoordinated players struggle to engage with systems

  • Creates imbalance in job usage and weakens overall cooperation

Current DirectionMarked Work Zones

  • Visually indicated with yellow caution tape (yellow lines in image)

  • Intended to protect resource flow in key areas

Potential Benefits

  • Reduces disruption in core work areas

  • Allows players to engage with systems more consistently

  • Creates clearer structure around where conflict happens

Risks We’re ConsideringWork Zone Abuse

  • Players retreating into zones during combat

  • Baiting others into restricted areas

Over-restriction

  • Removing too much interaction reduces tension

  • Systems may feel artificial instead of emergent

Rule Clarity

  • Potential confusion around where and how rules apply

Next Steps

  • Test small-scale implementations after v19a

  • Evaluate impact on gameplay flow

  • Continue gathering feedback

Note
Everything here is still in progress and subject to change.If you want to follow this more closely, we’ll be starting to share raw notes and ongoing discussion in our Discord.discord.gg/vellocet

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