BOXPAST · public · first seen
Initially, I was worried players wouldn't be familiar with real PC hardware specs, so I opted for traditional RPG stats like armor, HP, and attack power. However, after extensive playtesting, I realized that system felt generic and unexciting for this game.
I am now doing what I should have done from the start: leveraging my years of experience as a hardware engineer to ground gear mechanics and stat boosts in realistic PC component simulation rather than soulless numbers.
My goal is to give you genuine build freedom with meaningful choices. Instead of simply hunting for the highest stats, every piece of hardware will have distinct strengths and weaknesses depending on how you combine them.
(Due to a technical oversight, the game was launched as a full release instead of Early Access.) Nevertheless, I am committed to minimizing any roughness by structuring gameplay phases better and introducing more dynamic randomness. Plenty of new content is on the way. Thank you so much for your support!
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