Xenonauts 2 - October-ish Update
Yes, we know it's not October any more but, as we all know, time is a mere construct of our limited human perception...Ok, we're sorry but we've been busy!
New Backer Builds
The biggest news for October is that we released our first backer build in about four months (V14), and we're continuing to push out hotfixes for the various issues people are encountering with the game.
This build is mostly a test build to help us find and squash most of the bugs that have accumulated over the last four weeks, but the game is rapidly becoming more playable. We're hoping to release the next major update (V15) in two weeks with some significant visual updates and new mechanics, and this should hopefully mark the point where someone can sit down and properly play a multi-hour campaign of the game.
That's a huge deal and we want to thank the community once again for bearing with us up until this point. The overwhelming majority of you have been tremendously patient and supportive - it makes a big difference.
Most of the new features that appeared in V14 were features from the original Xenonauts that we knew we had to include in Xenonauts 2 to make it a proper sequel (e.g. night missions, proper base defence missions, etc) but we're now in a position where we can start to implement entirely new features. Systems like the soldier training system and the soldier stress system were implemented earlier in development and should just require a few days of coder time to get working again, and even entirely new systems such as base structure adjacency bonuses shouldn't be too much work to implement. Some of these new elements will start to arrive in V15.
The visuals of the game aren't going quite as well as the code side of things, but we're still making progress there. Work continues on the new strategy UI screen backgrounds and if all goes well they will be complete in a couple of months. We're recruiting a new artist to design the weapons that are still using placeholder art (e.g. the early-game Accelerated ballistic weapons) and to do some of the research artwork for the weapons. We've finished some more UFO designs. We're starting to take a look at some of the 3D character models and consider which ones need replacing or retexturing, and we'll be ironing out a few of the more obvious animation issues in the near future too.
The environments in our tactical missions should look noticeably better in V15 too. We're currently focusing on the ground textures in the various biomes and have been drawing inspiration from the ground textures in the first Xenonauts, which to me hit a sweet spot where they weren't detailed enough to be distracting but were still interesting enough that you didn't have to fill an area with props to avoid it looking boring. Although there's still plenty of work to be done, the maps already feel a lot more cohesive than they did six months ago, and once the ground textures are done it'll be much easier to update all the other terrain in each biome to match their style.
Finally, when our fixes on V14 are done the game should now be playable up to the fifth crashable UFO (of 7 non-unique ones). This represents over half the length of the campaign and is more than enough playable time for us to start proper balancing work, so from V15 onwards we'll start acting on player feedback about balance issues and specific problems in the game that are acting as barriers to enjoyment. In short, V15 will be the point we start treating Xenonauts 2 like a playable game.
Early Access
Given this, we've reached the point where we can start to plan our Early Access launch in earnest.
We're not yet able to give you a firm date but February is looking likely (which means we'd ideally need a final launch build ready for late January).
We'll give more details on Early Access when V15 arrives - we're currently targeting Tuesday 17th November for the V15 release. Hopefully some of you will be willing to spend a little time testing the game and giving us your thoughts on that day, as it'd help us a lot with our planning!
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on
Discord,
the forums or the Steam community if you have any questions.
--------------------------------------------
Ранний доступ
Учитывая это, мы подошли к тому моменту, когда мы можем начать всерьез планировать запуск раннего доступа.
Мы пока не можем назвать вам точную дату, но вполне вероятно, что
февраль (что означает, что в идеале нам понадобится финальная сборка для запуска, готовая к концу января).
Мы расскажем больше о раннем доступе, когда выйдет V15 - в настоящее время мы
планируем выпустить V15 во вторник, 17 ноября. Надеюсь, некоторые из вас захотят потратить немного времени на тестирование игры и поделиться своими мыслями об этом дне, поскольку это очень поможет нам в планировании!
--------------------------------------------
Уже 23 ноября
видимо много проблем. Но всё же надеюсь запустят ранний доступ если не в феврале то в марте