Dev log ·

Dev log 2: what the testers told us

Testers sent their sessions, their notes and one long written report. Most of this week went on answering them: a last fight that finally explains itself, lines that show what every move can reach, rebalanced abilities, rebindable keys, and a squad that talks.

The first testers have now played the demo end to end, and sent back what they found: their sessions from inside the game, notes, and one long written report with screenshots. We turned all of it into a list of issues and worked through it. Nearly everything below started as something a tester told us.

There's also something new to watch. The whole demo, played start to finish is up on YouTube: thirty-five minutes on release 262.

The last fight now explains itself

The clearest finding: two of the three runs that reached the Relay Mast lost it without ever touching the relay terminal. Both players fought every machine on the map, ran out the clock, and were told the squad had been defeated while all six were still standing.

Now the fight shows the rounds you have left, lights the terminal and the way out, and when you lose it tells you why. The relay also has a point in the story: working it sends the all-clear to Crossing Twelve, so the guns there stand down for the convoy. Then the squad gets back in the truck, and the truck drives off.

See what a move can reach before you make it

Several testers said they couldn't tell what they'd be able to shoot from where they were going, or how much cover they'd have when they got there. So now, when you point at a place to move, a ghost of the operative stands there and dotted lines run from its gun to every machine in reach. Each kind of action gets its own colour, with a legend, and each line shows the hit chance and damage. Hold Shift to see the lines from where the squad stands.

Choosing where the Lead moves: a ghost at the spot, and dotted lines to every machine in reach, with a legend for shots and suppression.
Where you'd go, and what you could hit from there

Around that:

Balance, from the reports

Controls

Keys can be rebound in Settings, and every hint in the game shows your binding. Right-click cancels an armed action. A single click moves you. Escape reaches the menu in one press, and Q and E turn the camera while exploring. The combat log is now a console in the corner that stays out of the way.

A squad with voices

The speech balloons are gone. In a fight the squad now speaks aloud, each in their own voice, and the lines are captioned at the foot of the board: contact, hits and misses, calls for help, the Medic at work, and "Clear?" when it's over. That's 321 recorded lines. The faces on the squad cards are the operatives' own models now, rendered live: they breathe, blink and look around.

The world between the fights

Holding the pump hall: the squad inside the green hold zone as the water rises around it.
Holding the pump hall
ORACLE's case, mid-conversation: the operative's question, ORACLE's answer, and the questions still to ask.

Smoother

The game used to freeze for a moment as some actions landed, sometimes for over a second. On our Windows test machine, the number of slow frames in a full playthrough went from 320 to 6.

For testers

Thank you to everyone who played and wrote in. Keep it coming.