As of the end of 2025, we have completed our multiplayer system switch woohooo! ːsteamhappyː
Our changes will allow a smoother multiplayer experience at least compared to before them. This is the major change we have made from the version of the game you may be familiar with.
This task was quite heavy and required us to improve our programming skills as we switched from OOP to ECS. As a consequence we have only made limited changes to the gameplay itself and have focused more on improvements based on feedback from previous playtests.
The following is what's changed on that end.
DETAILED LOG
The Camera - Clearly the most problem causing element of our gameplay was the jankiness of our camera setup. The shooting constraint is an important aspect of our game, since it promotes driving-oriented combat rather than shooting-oriented driving. Apart from the constraint there were certain angles and situations where the camera just didn’t do what you needed it to. We have targeted most of these situations and improved the smoothness of the camera overall. You can now toggle between two types of cameras, and vertical camera orbits are far better than before. The shooting constraint has also been increased to near 180 degrees to be easier to deal with for first time players. We will be improving this further based on the feedback you provide.
The Vehicles aka Exoframes - To try to make our vehicles feel less clunky, we’ve adjusted suspension and vehicle tilting to provide a more reactive experience. There’s also a new vehicle that features an assassin/skirmisher playstyle. Physics has also been adjusted to make jumps feel better allowing you to jump longer distances.
The Tutorial - Our previous tutorial had issues communicating some key points, which led to confusion in the game. We do not expect this new tutorial to completely solve that issue, but we believe it is an improvement that will communicate information better. It is also split into stages to make progression and subject matter more clear.
Raiding - You can now attack the enemy Hauler to steal energy that has been deposited in it. Doing this correctly can also bring the opponent’s progress to a stop, giving you an advantage and in some cases a chance for a comeback.
Heavy Rework - Using the Heavy’s nuke ability was a difficult confusing experience for most. It also felt like it lacked some of the depth of the other abilities. We have reworked the nuke into the LX-140 Missile Kit, which allows you to fire missiles in straight lines, or lock onto enemies to fire homing missiles.
The Hauler - The previous objective required you to push your Hauler to the end while also collecting a minimum amount of energy. We have since removed the second condition, so your Hauler’s progress is the only goal. Other carriages have had their effectiveness improved.
