Hello everyone !
I hope you're doing well ; it's been a little while since the last devlog.
First off, I’d like to apologize. I had gotten completely worked up and anxious about the idea of totally overhauling the game's core gameplay, but I’ve come to my senses after taking some time to reflect.
I really am a bit of a flip-flopper. The truth is, I have a habit of always wanting to change everything without thinking about the consequences.
It all started because I was struggling to find an audience for the Early Access release. I had begun developing a prototype focused purely on exploration that showed real promise, but after a few days, I realized it would require changing everything from scratch and scrapping a lot of work.
I pivoted to focus on the "immersive sim" aspect, trying to make the gameplay more survival-oriented adding deeper survival mechanics like weapon durability, bleeding, hunger, and thirst. I ran several functional tests with these features, only to realize they completely altered the gameplay, which already had a solid dynamic. Instead of changing everything again, I decided it would be better to save those ideas for an optional "hardcore" mode something to look into only after I’ve got the core game fully in place.
In short, I took some time off to reflect and try out new things, only to realize that the best approach was actually to stick with the current foundation which works well, even if most publishers find it odd. Clearly, I have to let that idea go; it’s too late now to change anything.
That said, I haven't been idle these past few days ! I’ve gone back to the roadmap and made improvements and additions; Part 2 on Atlantis will be delayed, but if I really focus, it should be ready by early September.
I’ve finally managed to implement the crystals that provide passive effects for the player. I created an initial batch with fairly simple stats, but I plan to add others with more unique effects !

You can find these crystals in the environment; they emit a distinctive sound, and some can even counterattack, so watch out. Once you are within range, shoot it to retrieve its inner crystal and equip it from your inventory; it will go into the specific slot at the bottom left and grant you its passive effect. You can increase the number of crystals you can equip by obtaining better armor.

Crystals you can hunt down will provide you with certain advantages.
Environmental zones and attacks have received a buff; certain attacks will now be unpredictable. They might react by conjuring a wall of sand-fire in front of you, continuously erupting right in your path, or advancing toward you. It will no longer be a walk in the park.
I've also added radioactive zones, so watch out! A warning icon and sound will appear, and if your exposure reaches a certain level, you'll start slowly losing health.
You'll need to use an anti-radiation serum, so always keep one on you otherwise, it's certain death.
My friend Ivan has been begging me for months, so I’m finally granting his wish ! From now on, allies will assist you in the levels; you’ll find fellow Explorators fighting goblins in certain situations. I’ll be adding others soon who are navigating environmental hazards or dealing with all sorts of everyday scenarios.

Allied Explorators will assist you in combat.
I’ve reviewed the level progression and expanded certain areas to better accommodate ranged combat; I also changed some quest locations for instance, I added a cursed campsite in the forest and placed the "Hangar" level within the old village.
I also added a level between the museum and the forest city, as I felt that stretch was too short. Be sure to prepare well before heading out a massive goblin attack is brewing there !
I also modified the last level to make it more pedestrian-oriented; in fact, I removed the jetpack, as I wouldn't be able to make the next level possible if it were accessible at that point. It might show up later in the adventure, though. I haven't completely finished it yet, but I'll wrap it up with Part 2, which is due out soon.

It's supposed to be the "back" of the museum.
The biggest and most time-consuming change was a complete overhaul of the crafting system, which many found unsatisfactory too frustrating and simplistic. The system will now focus on permanent passive upgrades for weapons and armor; instead of crafting them, you will acquire weapons and armor by finding them in levels or purchasing them, and then you can permanently upgrade them all. This will make secondary areas more rewarding to explore, as unique weapons will no longer be craftable.

The upgrades work on all weapons and armor found and purchased.
It is also worth noting that you can now buy from or sell to the merchant by double-clicking.
I’ve also simplified map management: there are no longer any maps in the Codex; instead, you access them automatically via the 'M' key. Pressing it brings up the level map with markers, though you’ll still need to use the compass for navigation.

Locate yourself directly by pressing M.
I’ve made other improvements such as less rigid weapon animations, a new recoil effect, smoother transitions, The inventory resolution issue. major additions like allies likely introduced new issues I haven't spotted yet, otherwise, I’d be releasing a patch.
I therefore recommend starting a new game if you want to experience these additions, but the next update will focus on Chapter 2, so you'll be able to continue the story with that one.
Thank you again for your trust.

Part 2 is coming very soon !
Syd