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Kaiju WarsNewsRoadmap & Demo Feedback
In-game event

Roadmap & Demo Feedback

Kaiju Wars · published 12 Nov 2021, 11:23 UTC

All newsPlayers around this dateRead on Steam

Greetings fellow Mayors. We'd like to submit to the planning subcommittee a rather vague roadmap about exciting new features coming to the demo and Kaiju Wars proper. We hope to meet this timeline, but like all civil planning, things always take longer than you think. Let's get to it!

ROADMAP


(stuff that's already happened)
Oct 1st: Demo launched
Oct 3rd: UNDO button added
Nov 3rd: LOCAL VERSUS (where you play AS the kaiju), Twitch integration added

(stuff that WILL happen)
January 1: Map editor! Create your own missions, and share them on the steam workshop
January 15: Map making competition! Become the best city planner (and city destroyer), and win cash prizes. The best maps will be highlighted as future weekly challenges
January: Controller support!
February/March: PC release, demo available in all languages

BI-WEEKLY CHALLENGE MISSIONS

We've added six weekly challenge missions so far, but we can't keep up the pace of creating new content while developing the full game, and the demo already has PLENTY of content. A new challenge mission will be added every TWO weeks from now.

DEMO FEEDBACK

We received a TON of excellent feedback from our generous players. We've identified several large areas for improvement that we intend to address. This list will be updated as we improve these experiences.

QUALITY OF LIFE

Players want to be able to UNDO actions/turns, have more options about game speed, and more options. Options are good!
- We've already added an UNDO button (but it's limited to unit movement/attacks only. Will update to include deployment, cards, etc.)
- We've already added a RETRY MISSION button
- We will add a UNDO TURN button
- We will add a quick monster movement option, and improve the quick monster ability option
- We will add a FAST-FORWARD button (just like your old emulators!)
- We will add an option to disable blur on ZOOMING

CLARITY


Sometimes the map gets a bit cluttered. Some things aren't explained well. We're gonna give you ALL the info you want!
- We've already toned down the Crisis fire animations (no more California wildfires!)
- We've reduced the size of the Flying turkey kaijuTM since it took too much space (especially when flying)
- Lookouts building searchlights will be toned down
- Will make kaiju go transparent when mousing on tile directly behind kaiju
- Better tutorials and animations showing how DARK PROJECT work when a BREACH is in effect
- Better tutorials explaining mechanics of the global unit pool and deploying/repairing units in tutorial

SOUND


- Add specific 'player turn' themes and 'monster turn' themes (like Advance Wars) so music tracks don't repeat as often

ART


Art is always a bottleneck, and we'll be continuing adding and improving the in-game art.
- More PROJECT card illustrations
- Finish Big Donk (giant money) animations
- More flying turkey kaiju animations

STORY


By the way, you can click 'skip conversation' at the bottom of each dialogue cutscene, or skip ALL between-mission story cutscenes in the options menu.
- Replace low-quality cutscene backgrounds
- Tighten up dialogue a bit

UNIT VARIETY & BALANCE


Unit variety is a tough one - we want the game to be easy and accessible to pick up and play, while allowing for interesting decisions and higher levels of play. Basic units can be broken down into two categories: ATTACKERS and LEGOs (EXPERIMENTAL units mix this up, but are rarer). ATTACKERS units gain value by directly attacking the monster. LEGOs gain value by dealing COUNTER damage and having SLOW abilities when stepped on (ever stepped on a LEGO brick? It REALLY hurts). We'll be adding an interesting third category of unit that we think you'll like soon.
- Infantry are weak, so we've buffed their speed to 3 so they can more easily get in position to be stepped on, and have time to dig in first for that juicy +1 COUNTER if not having moved
- Adding ACE INFANTRY (even better at getting stepped on!)
- Balance pass on PROJECT cards
- Improvements to CORE DEFENCE missions (first challenge mission, final demo mission) so they don't drag on as long, improved clarity on certain mechanics

Got MORE feedback? We'd love to hear it! Either here on the steam forum, or on our discord.

That's a lot of stuff! We'll be adding/removing from this list as we go. Thanks again to all the folks who played the demo and left feedback - ALONE we fall, but TOGETHER we can face the kaiju threat.

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