Back to devlogProgress log

What the closed test will have in it

This is a progress log. I have been quiet for two weeks, and this is what went into the game in that time.

Everything I have is going into the closed test on 28 September. I do not want to be late, and the quickest way to be late was to keep writing posts instead of code. So two weeks of silence, and this is what came out of it.

One thing first. Both developer accounts are through, Google Play and Apple, so the road to your phone is open.

The Reclaimer

The headquarters with the Reclaimer standing lit against the back wall, and its sheet: time to full, and Credits, Powder and Karat with the rate each one pays per hour.

A machine in your headquarters that produces around the clock. Credits, Powder and Karat, at a rate set by how far you have pushed the campaign, into a store that fills in eight hours at the start. Open the app, claim, go.

It is the floor of the economy. A player who opens the game once a day still moves. It will never pay like playing does, and that is on purpose.

Leagues

The Bronze league with its payout, five tries and a list of three targets, and the Monday gate promoting the syndicate to Silver at third place with the week's points.

The whole PvP ladder is in, from Bronze up to Bloodstone. A league is a week inside your zone: six days of scoring, five tries a day against a list of three drawn from the seats around yours, and on Monday the table settles. Promotion, demotion, payout.

Walk through the gate and you hold a seat. Stay outside and nobody can draw you.

The Clinic

The Clinic with a Legendary Venom parasite on an Enforcer host and its three organs, and the strain sheet listing Venom, Marrow, Nerve and Enzyme with the organs each one grows.

You can now infect an agent with a parasite. Four strains, each one doing something different to the body it lives in: Venom kills, Marrow endures, Nerve reacts, Enzyme feeds the skill. Each strain grows its own organs, and the organs are the abilities.

Vials pay for every step and time grows it. A parasite at level ten mutates into the next rarity and opens another slot. This is where two agents of the same class stop being the same agent.

Programs

The Programs screen with the Lithograph running a module and the Fabrication division drawn as a schematic of modules and traces, and the module sheet for a program in progress with its timer and Skip.

The research tree, finally. Six divisions, each a tree of modules, and one Lithograph at the top that runs one program at a time. Wafers fund it, and Wafers come from the Tech Lab operation.

Every module is drawn on the schematic from the first day, so you can read the whole road before you pay for the first step.

The campaign

The chapter map with main missions climbing the centre line and side missions hanging off them, and the mission sheet for one node with its marked target, ambush cells, star objectives and first-clear rewards.

The story side got a lot wider. A chapter is now forty battles: twenty main missions up the centre line and twenty side missions hanging off them, with a chest that fills every ten stars.

Main missions carry the story and open the doors: a station, the skills, the Programs. Side missions are where I put the challenges. A squad of one. An overrun with eight of them coming. A mark that has to die by round three.

That is the scope of the first test.

One week, then the stores

What is left, in order: the worst bugs, the rough edges in the UI, and the economy. Calibration has waited behind every system on this page and it cannot wait any longer, because a test with a broken economy tells me nothing.

I have one week for that. The week after goes to the store builds. Review takes as long as it takes, and I want to be through it before the 28th, not on it.

See you there.