Demo Build Update
Updating the Playtest to be the upcoming Demo
Developer posts and news about this game.

Updating the Playtest to be the upcoming Demo

**Key Binding Update** * Deployable Menu is now on Shift * Next and Previous Planet: Q and E **General Updates/Fixes** * Fixed several issues around GetLocationAlongSpline logic * Fixed the Drone Rebuild Stat pointing to the wrong stat * Outpost and Occupation Components properly

**True Stats and Upgrades** * All of the System Upgrades have had a pass and been made more legitimate * * As part of this, some of the old Upgrades have been removed * * There is also the idea of "Curses" that are negative stats, but they are not currently hooked up to the syste

**Tutorial 3 Updates** * Fixed Inputs being incorrect/not displaying in a few beats * Beat Text iteration and updates * Removing some random delays * Updated the position of a few of the Objectives * Fixed bug where you could establish all the Planets before the Occupation beat *

**Tutorial 2.5(3?)** * The tutorial front to back has been cleaned up and iterated on * There are now a lot more granular steps to try and go over each of the loops and features in the game * There is a lot better sign posting to get to Objectives * Objectives have been updated t

**Tiny Target Atmo Reaction** * Asteroids that are below a certain size will "Burn Up" when getting close to the Planet * The Asteroid will get a new "fiery" overlay when getting within a set range * The Asteroid will shrink to nothing as it moves towards the Planet * * Distance

**In World Icons** * Huge Targets now have In World Icons that appear at higher zooms * Lanes are also visible at higher zooms * * There is planned work to clean these up and make them small/more less alpha **Attachment Updates** * The Player can now move slightly off a Planet be

**Solar Flare Updates *General Updates* * The flare segments now have a chance to dissipate on some overlaps * * This chance is ignored if its a Planet or something seen as "Blocking" * Missile Explosions can be used to destroy Flares * Flares scale to a much bigger size, within

**System Generation Updates** * There are two new properties when setting up a new run; *Lane Count* (aka System Size) and *Difficulty*. Additionally, the Starting Lane has been updated to a new Starting Sector. * *Lane Count* will control the overall size of the system by limiti

**Navigation Updates** * Left click now *only* fires * Right click/Collect will attach if a Planet or the Star is found when doing so, otherwise it will collect like it currently does **Planet Menu Iteration** * This menu has been greatly simplified to better give the Player the

**System Flare Updates** * Visually these have been improved to better match the EMP that is applied by them * Flares can also drift slightly so they will no longer go in one straight direction * Flares can be destroyed by the Shield Deployable and Shield Satellites **Bug Fixes/G

**Deployable Updates** * All of the Deployable Stations have a unique static mesh that shares a similar base structure * The Icons in the Station Menu have been updated to better match the new Static Mesh shapes and themes **Ping React FX** * Targets and Collectables now have a F

**Boss Phase Iteration** * These Enemies now have a "Gravity Weapon" that grabs nearby targets and slingshots them at the nearest Established Planet * Additionally, the Homing Missiles have been fixed, and setup to fire volleys as they navigate to the Target Planet * The Boss spa

Updates to the Mine VFX and Resource Ping Colors for easier readability

This build represents our complete Alpha Build. This means that all core systems are in, and functional without blockers. From here builds will see less new features and more polish, iteration, and tuning to get to our final gameplay experience. Please note that some levels of co

**Visual Updates** There has been a visual pass over most of the game including: * Updates to how the Dyson Drone is delivered to the Star * Multiple Meshes and Debris VFX for the Huge Meteors * Thruster Movement VFX for the Enemies * Planet, Satellite, and Station Shield VFX Upd

**Dyson Sphere Ring Visuals** * There are now Static Meshes that help represent how complete the Dyson Sphere is * * The number of rings increases up to 3, as well as the speed of the rings, and intensity of the overlay on the Mesh **Settings Menu Iteration** * Back end settings

**New/Updated Inputs** * Deployable Stations are now on dedicated button (Q / RB) * Previous (Unbound/ Left DPad) and Next Planet (E / Right DPad) inputs exist **Planet Stat Overhaul** Establishment Level is no longer part of the math for calculating Planet Stats, and is rather j

**Mini Map** * * The Mini Map is Clickable real time representation of the world at a very high level * The Player can click on the Mini Map as well to have the Player quickly move to that specific location in the System * Currently supported information on the Mini Map; * * Wher

Fixes for bugs: Projectiles always fired from Last Established Planet Missile Explosions weren't creating properly