Hello Scavs! Please see the below unlisted link for Q&A 10! Make sure to keep your eye out for some VERY exciting news soon...
https://youtu.be/ACu7sGwvM1Y
1. Will we see more multi-map quests? And is the secret lockbox findable in Scorched Enclave?
J: It’s not in the same place every time. A system ensures it’s in the right spot based on variables, but I guarantee it exists in the play space.
M: Multi-map quests are 100% in the works and a big focus after this next update. It’s been on our list for years, and we’re finally making that push. There’s some sick meta stuff coming, no spoilers, but it’s going to be awesome.
J: We’re tackling meta in multiple ways. You’ll see soon, there are consequences, and that aperture is growing.
2. The burst transmissions are masterpieces, can we get more?
M: Absof**kinglutely. We love them, especially the art team. We’re working on one now about a faction we haven’t explored much. The challenge is our small animation team, same folks fixing jank are also making these shorts. It’s a balancing act, but we’re on it.
3. Will EXO suits be able to kill stalkers in-game like in the trailer? And will their movement change?
M: We’re looking at large unit interactions, but animation bandwidth is always a trade-off. We’re also working on another video addressing a highly requested mechanic. Root motion issues with EXOs are on the list, balancing act, but we’ll clean up what we can.
J: Could also be a network issue. Host location affects movement. We’ll take a look.
4. Can we progress character stats beyond Prestige 25?
J: Yes. Gunhead has so many skills that the Prestige 25 cap didn’t allow proper min-maxing. Didn’t expect people to hit that so fast, but I knew someone would. We’ve talked about expanding skills before, and I want to give that a lot of love.
5. Can robots use toolkits to heal themselves?
M: Specifically for Gunhead, it makes sense that repair kits could apply. It’s something we’ve explored, just not sure when we’ll get to it. Could also go in the other direction, like repair drones fixing mechs mid-fight to make things more brutal.
6. Will battlefield events reward players for participating, rather than just being spectacles/hazards?
M: Not only yes, but we just brought on a former Guerrilla dev to work on it. We want ambient units to feel organic, not just scripted. Expect more systemic battlefield events with real impact.
J: HKs are just the first toe-dip into this. There’s way more coming beyond juggernauts charging at you.
7. Are more maps planned beyond what’s currently on the region screen?
M: Abso-f**king-lutely. As long as there’s support for the game, we’ll keep making cool stuff. We might even let players contribute quests down the line. It’s getting a bit crowded from a design standpoint, though, so we may need to rethink how new maps integrate.
J: There are ways to handle it—zooming in, restructuring sectors. We’ll figure it out.
8. I've found myself enjoying the platforming in this game with the pneumatic jump. Are there any plans to include alternate navigation routes that might require movement skills such as jumping?
M: Yes. There’s internal debate about platforming elements, but the opportunity is there, especially with verticality and hidden areas. An upcoming map will have specific applications for this—keeping it cryptic, but you’ll see.
J: Even in Frozen, players find cool spots with pneumatic jumps that weren’t intended, but work. Those moments are awesome.
9. Any chance for procedurally generated maps?
M: Elements of RNG or procedural modifiers? Yes. Full procedural generation? Not a fan, it risks losing soul and turning into generic horde mode. That said, tunnel networks with some RNG could be sick. It’s a heavy lift, though, so no timeline.
J: A proper system would require a smart tile set to ensure paths make sense. It’s a ton of foundational work, and we’d rather make something bespoke and awesome.
10. What does endgame look like? Rogue-lite or more open-ended relying on the motivation of the player?
M: More open-ended, relying on player motivation. But yes, we have a specific endgame in mind. It’s about world-building, factions, hierarchies, evolving questlines. We’re laying the groundwork now, but we’re about half a year out from implementing it fully.
11. Could we see footage of the old "full sim" build?
M: Think Armageddon mod in Dawn of War—tons of units beating the hell out of each other. We had reinforcement systems dynamically feeding the battlefield, and some of that might be making a return.
J: Internally, we had red vs. blue simulations—ugly as sin, but functional. Running it would literally dim the lights in Chicago.
12. Hunting trophies? A scav with a Grabber’s sensor hanging off their rig sounds badass.
M: Definitely on the list. We’ve talked about trophy ornaments and unique FW-style visuals. Everyone wants a human skin mask at some point, right? Texas Chainsaw vibes.
13. 3D printing for the game?
M: So on the list it’s not even funny. We freelanced for Sideshow back in the day. Some fans are already ripping low-res assets to print, but we’d rather do it right. We’re collaborating with some legendary Japanese mech artists—stay tuned.
14. Will we get an official death clip montage?
M: Yes, but we want to do it right. The team is small, and the same people making new content are also editing trailers. Jason’s working on music for it, too. We might do a community vote soon to help shape it.
15. How about naked runs?
M: Love the idea, but our system isn’t built for completely unequipped runs. Also, immersion matters—having a bunch of guys in t-shirts running around with knives kinda kills the vibe.
Jeff: If we do it, we need to do it right. Needs a meaningful risk-reward element, not just “Congrats, you’re naked."
16. How much of a priority is optimization for older PCs?
M: Huge priority. The team has been grinding hard, and we’ve seen major improvements, some folks doubled their FPS. If you’re still struggling, send us your specs. We’re doing everything we can.
J: No magic bullet, just a thousand small improvements adding up. Slow and steady wins the race
