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(+2)

Woah! thanks for the very detailed writeup, I'll try to address points here. Thanks for trying this update so early! I look forward to hearing your thoughts on combat changes, if you decide to do a follow up post

I knew the CRT filter would be a hit or miss for some, so how disruptive/glowy it looks has been toned down.

The spinning tanks will be slowed down.

I don't think I changed the mission select music, but I'll take a look.

Will play around with the mood for the armory as well.

The text area backgrounds have a fancy new shader which only reduces background brightness over a certain amount, so they aren't just shaded overlays, the brightness threshold will be adjusted more to help with readability.

You can swap ammo in the ammunition tab, the ammo system will be reworked soon and so it's not changed much.

Oops, marrow has a good skill too but I forgot to set it to spawn

Future crew will have actual names instead of grunt, maybe the player can rename em too

Unit color will also be customizable in the future.

I might reuse the previous icon as well! Not sure how I would, maybe as a company/squad insignia

Mission brief: The sounds playing in the back should be a bug. same here I'll rework the aesthetics a bit

Combat

Added the old ring as an UI option, I removed it because it was getting in the way of recording footage and forgot about it

The pixelization bug with lower res monitors hasn't been fixed, although I am curious how it looks -- could you send a screenshot?

Also, what do you think about the map "background" space being black instead of some shade of red/orange?

name overflow will be fixed. By pause menu, do you mean the main menu with the options and controls and stuff? I also toned that down, I guess my eyes are used to light mode haha

Some quick changes addressing your feedback will also be rolled out in the rc3 patch!

(+1)

Honestly, I actually kinda like the background being black rather than red/orange. Makes the game feel a bit less like a desert adventure a bit more depressing, which is probably more appropriate for the game's setting. When combined with the blackening of the scren around the edges, it's a lot less distracting during gameplay when you're fighting around the map edge, but to be fair the brighter colors didn't look bad; just personal preference. I haven't lost any tanks because I was staring at either background.

Yes, by pause menu I mean the options menu/controls/exit etc. Most of the game is relatively darker in comparison, so it's basically a flashbang every time you pause. On a minor note, when you open and then close the menu, the game unpauses. It can be a little annoying to pause the game manually, open the menu, tweak a setting, and then unpause straight back to real time and have to pause manually yourself again so you can give orders. If you could make it so that manual pauses overwrite the automatic unpausing of menus that would be good (sorry, I don't know how to explain this well). Minor QoL feature.

Here are the screenshots, 3 from 0.C and 4 from 0.D. I couldn't get a really good angle of the K-50 but hopefully you can see how much clearer it is than everything else as well as how much cleaner vehicles in shadow looks. The resolutions of the screenshots are a little skewed because I had to manually crop out my second monitor.

(+1)

Gotcha, thanks for the screenshots! Glad to see vehicles appear clearer on your monitor!

I'll probably keep the black background and come up with some way to convoy the time-of-day/region ambience. The menu has been toned down, and I'll look into ensuring menu unpausing doesn't force resume.