Horizon Journey – January 16 Playtest Overview
This post provides additional context on the scope and intent of the January 16 playtest.
This build is part of our final validation phase ahead of Early Access launch on January 30, 2026, but it is not a final or content-complete version of Horizon Journey. Development continues in parallel branches, including ongoing level design, narrative work, balance passes, and technical improvements.
The purpose of this playtest is system validation, not content breadth or final polish.
The focus is on observing how Horizon Journey’s core systems behave together in a live multiplayer environment, and whether they are readable, stable, and engaging under real play conditions.
Scope and Content Boundaries
Because we are now very close to the Early Access launch, this playtest does not include all available content. Some systems, locations, narrative beats, and progression elements are intentionally excluded.
This is a deliberate decision. We want players to experience certain moments, discoveries, and systems for the first time in Early Access rather than in a late-stage test environment. As a result, this build prioritizes validation and stability over completeness, and avoids exposing content that would meaningfully spoil upcoming gameplay or narrative progression.
Primary Focus Areas
This playtest is intended to evaluate:
Multiplayer stability and synchronization
Co-op interactions such as revival, shared progression, and vehicle usage
Core survival systems, including oxygen, power, environment, and upgrades
Overall atmosphere and world tone during co-op play
While this build includes a wide range of implemented systems, they should be viewed as functional representations, not final versions. Some features are still in active iteration, and others are present primarily to test flow, pacing, and technical reliability rather than depth or balance.
Technical State
We have been actively investigating crashes and multiplayer-related issues. Although not all issues are fully resolved yet, progress has been made, and this playtest is an important step in identifying remaining edge cases and stability problems. If you encounter crashes, desyncs, or other technical issues during the test, those reports are expected and extremely valuable to us.
Playtime and Participation
There is no required or expected playtime for this playtest. You are free to stop whenever you feel you have enough context to provide feedback. Short sessions can be just as useful as longer ones, depending on what you experience.
This playtest is not intended as a marketing, influencer, or content-creation initiative. Access is provided for testing purposes, and the build should be approached with that context in mind.
Feedback and Communication
We are interested in feedback from both first-time players and players who have participated in our previous playtests.
Hearing from new players helps us understand first impressions and onboarding clarity, while feedback from returning players helps us evaluate whether changes and adjustments are being interpreted as intended. Together, this helps us verify that we are correctly understanding and acting on player feedback.
To support clearer and more direct communication, we have also set up a community Discord where players can report issues, share feedback, and discuss their experience with the team and other players.
We are primarily looking for feedback related to:
Stability and performance
Clarity and usability of core systems
Co-op experience and synchronization
Atmosphere and environmental readability
For bug reports, technical issues, and general feedback, please join our Discord community:
JOIN DISCORD
Changes Since the Previous Playtest
Features
Revive System: Team-based revival with a 45-second revive window in co-op
Equipment & Upgrade System: Permanent upgrades across suit, helmet, tools, vehicles, and drones. Upgrades persist through death and stack for long-term progression per world
Power & Energy System: Solar generation with multiple tiers, battery storage, and machine power consumption
Environmental World System: Dynamic sandstorms, temperature system with day/night cycle, radiation zones, safe zones, and hazard warnings
Combat System: Energy Rifle weapon, hostile creature types, and survival-focused combat mechanics
Compass & Navigation System: Objective waypoints and progression-based navigation tools
Scan System: Scanner Module with Basic and Advanced overlays
Analyze Table System: Research-driven progression gate with time-based analysis and shared multiplayer progression
Quest / Mission System: Tutorial-focused quest line with multiple active objectives, progress tracking, and mission-gated recipe unlocks
Deconstruction System: Instant deconstruction of structures
Emotes System: Character emote animations with movement locked during animations
Issues Addressed Since the Previous Playtest
Menu navigation issues (ESC key behavior)
Key binding conflicts
Inventory desync in multiplayer
Vehicle passenger synchronization issues
Rover camera locking or failing to rotate
Rover is getting stuck or not moving forward
Crafting menu remains open unexpectedly
Items appear invisible or disappear when picked up
Graphics settings are not saving correctly
Audio accessibility limitations
Control accessibility limitations
Balancing Adjustments
Reduced oxygen drain rate
Adjusted survival core values
Optimized resource gathering times
Balanced crafting times across recipe tiers
Tuned tool operation speed and heat buildup
Improved nighttime visibility
Tweaks and Improvements
Control settings added
Audio settings with volume controls added
HUD clarity improvements
Inventory UI readability improvements
Clearer crafting system explanations
Improved rover handling and feedback
Multiplayer Stability Improvements
Network synchronization improvements
Multiplayer crash fixes
Connection and disconnect handling improvements
Client freezes and crashes when building hub doors
Rover-related client crash fixes
Fixes for disappearing or disconnecting vehicle passengers
Thank you to everyone participating and taking the time to share their experience.
Your feedback is invaluable to us! Please report bugs and technical issues, share your gameplay feedback, tell us about your co-op experience, and let us know your thoughts on atmosphere and world design. We’re listening, and your input will directly shape the final polish before Early Access launch.
Join our Discord community to share feedback and connect with other players:
JOIN DISCORD
P.S. We found a bug in the Save & Load system in the last minute and decided to disable it for the initial build. We will enable it in a future patch
Early Access Launch: January 30, 2026
