Patch 0.51 is expected to rollout soon—for now here is a sneak peek of what's coming and the future plans beyond.
Behind the scenes—we have made significant improvements to logic that drives our game mode logic and content systems to enable faster content churn & experimentation/iteration throughout the year.
To provide a bit more insight, our original vision was to make a PvPvE-focused open world game that could support up to 100 players. As a 2-person team we chose to first rollout a smaller-scale version Extraction Arena to start with, in order for us to test and learn what we liked about certain systems, playstyles, and mechanics—before expanding scope. Moving forward our goal is to ramp our scope and drive toward assembling all systems needed to achieve our original vision. (Building system, large open-world utilizing our existing PCG systems, combat zones, dynamic game mode systems, etc.) These worlds are planned to allow for 32-100 players in the world at a time, just depending on what we find our systems can support—we utilize thread-safe animations and a variety of techniques to enable us in this area, but performance will be closely monitored for hitches.
In the year ahead we are excited to take risks to bring to you Mainland Pawan, while the Extraction Arena mode benefits from added end-game systems like breaches—coming in patch 0.51. We also look forward to hearing your feedback and suggestions!
Key Additions planned for 0.51:
Breaches, Boss-Breaches, & End-Game Breach rewards.
Test map photo, not actual map.

HUD-based Boss healthbar displays.
Test map photo, not actual map.

We are also making other key changes in Patch 0.51:
Healthpotion-healing mechanic being implemented into relic skills.
Invulnerable dash duration extended to allow for boss-skill dodging to work as intended.
Forward looking:
Behind the scenes we have also been:
- Improving Game Mode systems logic to be dynamic to enable future larger world modes.
- Adding Combat Zones logic for future game modes. (Photos of displays below.)
- Building the foundational systems for a building system & a larger open-world mode.
- Rework of the current Rank system to be more of an experience-based approach that will work well for an open-world game mode.
- Weapon & Armor Identity system which allows a 3rd-method for enhancing weapons & gear.
- Regrading/Enchanting Ancient Equipment.
Example Game Mode Logic that was reworked into data-driving infrastructure:

Combat Zone Displays—logic likely to be used in a patch in the near future or in a new open-world mode:

