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ORION: PreludeNews(DEV) FPS Module 2.0
Community

(DEV) FPS Module 2.0

ORION: Prelude · published 5 Aug 2026, 13:10 UTC

All newsPlayers around this dateRead on Steam

FPS 2.0

The new version of ORION: Prelude in development has undergone some major updates and improvements. One of the first areas revisited was the Core FPS Module.

The original systems had a solid bedrock in terms of structure but I wanted to dive in and revisit many aspects. This allowed me to add a variety of new systems that helped modernize important elements and I wanted to share some of that with you all.


FRAMING (Composition)

A new composition for the FPS Module has the game feeling radically different.

  • Things feel tight, reactive and the world scale has been adjusted as a result.

  • This is honestly feeling more like the Source engine than ever before and I am excited to see what you think just about core game feel as the project is launched and continues to grow.

  • Weapons now occupy about 10% of the screen (compared to 25-40% previously)


>> ORIGINAL

Occupied 25-40% of the screen.

  1. Game Render

  2. Composition Framing

>> EXPERIMENTAL

Occupies 10% of the screen.

  1. Game Render

  2. Composition Framing


FLUIDITY (Sway)

It also includes entirely new systems such as Look Sway, Move Sway, Crouch Tuck & more that I plan to cover in separate updates.


>> ORIGINAL

= The original system had zero reactive elements resulting in a stiff, static weapon feel.

>> EXPERIMENTAL

= The new experimental systems have reactive elements tied to player mechanics providing a more fluid, responsive, smooth weapon feel.


IMPACT (Recoil)

There is an entirely new Procedural Recoil system that is going to be applied to weapons to give extra fidelity, feel and "oomph".

>> ORIGINAL

(LONGSHOT SNIPER)

= Lite + Weak
w/ very little kick-back.

>> EXPERIMENTAL

(LONGSHOT SNIPER)

= Heavy + Powerful
w/ very nice kick-back.


>> ORIGINAL

(T-47 AR)

= Lite + Weak w/ very little kick-back.

>> EXPERIMENTAL

(T-47 AR)

= Heavy + Powerful w/ very nice kick-back.


SMOOTH (Transitions)

I've also been working on cleaning up a lot of "tissue" between systems to make things feel more natural, polished and responsive. Here is just one example to illustrate:

>> ORIGINAL

(T-99 DUAL PISTOLS)

= ADS had a harsh single-frame snap.

>> EXPERIMENTAL

(T-99 DUAL PISTOLS)

= ADS is now SMOOTH.


BUFFED (Attachments)

You'll see some new weapon updates even on the First Preview. The includes updates to both the CV-10 Standard Pistol and the T-12 Combat Shotgun, both of which have new Reflex sights added for improved ADS combat.

>> CV-10 PISTOL

>> T-12 COMBAT SHOTGUN


Q&A 2026

I am currently working on a large Q&A based on questions I am seeing. If you have a question about something please feel free to ask it.The absolute best place to do this is on the Official ORION Discord Channel where I am often interacting but I also try to do my best to read the comments here.I will let the questions pile up for a week or two and then I'll get the update out with as many answers as possible for additional perspective and clarity.


JOIN THE ORION DISCORD

https://discord.gg/cY5XHC3

  • Additional previews

  • Dev interaction

  • Poll voting

  • Early testing opportunities

  • & more

TikTok:
http://tiktok.com/@dankie.dev

Twitter:
https://x.com/dankiedev

YouTube:

ORION: Prelude @ Steam:


ORION: Prelude is back in active development.

The goals are simple:

  1. A better game across gameplay and feel.

  2. A more optimized game across polish and performance.

  3. An open development process worth following along with.

This is all on an existing game that you may already own. Every update and quality-of-life improvement goes to existing owners for FREE.


With Love, 
PRAZ

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