More open space maps

exo armour :D
Also the stats are going to be invisible in final version to increase the survival feel

and small adjustments on travel map

UPDATE
the final game screen is the path choosing a screen, basically, after the player exits a zone he can choose which zone to visit next during his journey, each zone will cost him one day, after all, days are finished he will only have the option(also he will unlock) final zone.
Note that during city travel he will use fuel.
With this design, I think we can extend gameplay time to as much as we want with the condition to have enough random pool content not to become repetitive

Since I had a medic in the squad I thought it was a good idea to visit the hospital in order to have my medic interact with medical equipment in the hope of making more progress for a vaccine - on the downside a door after it's opened it stays open, might want to add a barricade door mechanic in the future

Order of content on current build version
- intro story (done)
- starting quiz (done)
- the 3 tutorial maps ( pending )
- intro cutscene with vehicle conversation ( pending )
- tutorial map area (work in progress 60% done, can be explored but may be bugs /missing content)
Aditional:
- mechanics ( all done but some of them need adjustments and bug fixes)
- content ( 90% is done but only 5%-10% is implemented)
- Ballance (pending)
Id say we are now on a thin line between late alpha and early Beta
And some random tests in getting my squad killed


The Late alpha test session is now opened for most active soldiers with @Die Hard role in our Discord room, soon we will open Beta for everyone only on our Discord.
You can join our Discord here: https://discord.gg/h3aFcf9
First elevator is going dooooooownnnnn


So some news, after more test sessions the results were good on the combat/explore gameplay, addictive & fun but bad on the travel map system so we had to change the design and start the main map travel concept from almost zero again.
Now there will be just one main road, during this main road there will be checkpoints with 1 scenario mission(not optional) and after you beat the scenario mission you will have access to the other location from that checkpoint(optional/grinding missions). Each time to move forward to the next checkpoint it will take 1 day, when day counter reaches 0 you will be at the final mission, and at this moment you better prey your squad is godlike

Also a question for the designers
What is your opinion on healing: you want to be able to heal on a travel map even if you have no medic(this option will make thing easier but non-survival realistic + will make engineer class not so critical to have in squad) or only to be able to heal in the base and during combat, if you have an engineer in the squad (this will make thing harder but will increase the survival atmosphere + will make the medic class more critical to have at least 1 in the squad)?
Having the option to choose mode is not an option.
We had a very critical BUG in our game.
Each time we play more than 7 maps(random maps not a specific map) the shadow layer disappears, then if we play more the wall layer disappears, and even the interface layer disappears(note that mechanics, colliders all that worked fine, just the visual part disappeared). We were in an insane mode because we would not find the source, the programmer(Sergey D.) optimized the code and searched for memory leaks but nothing made sense. And in order to be able to play again, we had to exit the game entirely and enter gain
And finally, he fixed it, this bug was from almost the beginning of development.
The solution was to remove the map editor from the game and create a separate exe for the editor.
In the future, we will need to decide if we polish the editor to include it in the full release or to add it later as DLC.
Opinions about editor release?
For me in steamwork = bad idea. I will not dowload it for sure and it seem obvious that lot's of people interested by an editor like me will not search to dowload him in standalone. BUT it's best to focus on the main game, release him well done and LATER in a major update add an ingame editor with a place/site/itchio-page where share campaigns.
On an other hand, having the editor ingame to the first release simply make him better, the question are does it take a lot of time to make a clear editor ? if the answer are yes but that you are able to wait a little longer, so do it. Otherwise in an later update seem the best idea.
Just passing through, posting a screenshot from the new travel map system update, we implemented action points per day, still requires some small visual polish but it is mostly complete.
We also must decide on the research screen, currently, the new design contains 4 main tabs, skilldex, inventory, car workshop, and R&D + the standard travel map screen

Started work on some promo material.
In this gif I also test some of the animations like shooting, swapping weapons on different armor skins, zombie death based on with what weapon they are killed etc(if they die by shotgun they explode into parts and if they die by rifle the dead body appears and so on).I also now have a better perspective on weapons personalities since each weapon displays another type of UI for ammunition + characters personalities with comic popups text triggered on certain events(gif is a bit small so they are not very visible)
Any suggestions for other promotional material gifs within this size and short length?

We decided to remake the tutorial.
In the final version, we are going to make the road animated & loopable while conversation and basic instruction are issued within the APC, also we plan to combine them with the story.
The main inspiration for both interior and exterior of the squad APC is:


So here it is:


Can you guess from which movie is this from? :)
So, the tutorial is now in the final implementation stages.
Few notes:
- tutorial miss one is for basic controls learning mixed with a bit of story and setting out the mood of the atmosphere
- after the first-time player finish the tutorial he will get an achievement for it that will have as a reward a skip tutorial button unlock for next time he starts a new game(I want all achievements to give rewards that boost re-playability)
- in the tutorial mission, 1 player will be outside any danger but in mission 2 he will have a small taste of danger
- I want everything the player does to feel like a reward, for example in order to unlock the interface player must press some buttons in the command APC. He can choose(optional) if he already wants to move the mouse on them and see the tooltips now or later
Screenshots of the 2 tutorial missions


Edit:
and vehicle version for cutscene and normal maps
