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"That's a lot of Neon.."

Hi folks o/

We kick off our Progress Reports, a bit later than usual largely due to our scheduled lineup for the month. To quickly put it in specifics, the following is our planned calendar for October.

04th October: VoidBound 0.5.2 Release [Beta Patron Release] 

10th October: First Progress Report followed by others on the 17th, 24th and 31st respectively.

11th October: VoidBound 0.5.1 Henosis Overhaul Content Update 1 [Public Release]

18th October: VoidBound 0.5.2 Release [Observer tier and above Patron Release]

Now that the clarifications are out of the way, lets talk about this past week.

With the release of the recent patch, came a bit of respite as development slowed down to normal pacing once again. Steady focus was imparted on the content in development, while simultaneously performing tuning work on 0.5.2 based on initial feedback.

Primarily, under the scanner came Doc Pixie's workplace, with a few sections of the two floored Hospital map receiving noteworthy touch ups, including a few asset enhancements to match the overall quality. Outside of map maintenance, a new breed of enemies are set to make their way into Henosis and based on how the writers tailored their origins stories, new matching concept art was generated and discussed. 

Though finalization still remains but, allow us to show you a sample draft:

Meanwhile, the writer's guild remained busy for the consecutive second week with Jem and her new questline. When they said they'll be expansive with her lore, they really took the task seriously. Additionally, work is now underway to develop unique objective missions for the Bounty Guild once the player clears the enlisting criteria. From finding items, to apprehending wanted elements, to outright neutralizing-, anything and everything is on the table for consideration. We'll keep you posted on this as more develops.

Finally, and this one came a bit late to the party, but we initially had plans for PixieXCaly event to be voiced in this patch. Unfortunately, stars didn't exactly align and we missed implementing it as the audio works came to us a few days after the release. Still, better late than never and work has begun on filtering down the dialogues and cutting/inserting them into relevant places. Apart from that, Combat revamp was, and still is, being re-tweaked further after accounting the feedback. The values for various weapons like Rifle, Sniper, Coilgun, and Blaster have been adjusted while the skills associated with them are brought in sync with the new balancing parameters. The road to finding that sweet spot of firepower vs defense would be arduous it seems.

And that is the opener for October. Next week the team expects more patch maintenance, as well as tackling of lighter tasks, in anticipation of the Observer+ release of the patch. 

Till then however, we once again bid you farewell and will see you in the next one o/

Kind Regards,

Cursed-Atelier Team

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