[/p][p]This year has been action-packed for our studio. We’ve revisited pretty much every corner of the game: redrawing and improving huge chunks of art assets, expanding our lore and documentation, laying the foundations for campaign progression, and homing in on the desired feel of close-range combat. We’ve also welcomed new people to the team!
[/p][p]The game has come a long way since last spring’s announcement and trailer, and we are now at a place where all the different pieces are coming to their own and falling into place together. It’s an exciting time for us, seeing an idea become concrete after such a long time in development.
[/p][carousel][img src="https://clan.akamai.steamstatic.com/images/45577624/1b57c09b55691b3f20db3b0fe1a70a4aea4d8e91.png"][/img][img src="https://clan.akamai.steamstatic.com/images/45577624/84773984c9753544086fea8fde51f3831a4c3ddc.png"][/img][/carousel][p]And as the game is now properly taking shape, we’ve shown it to a handful of players for the very first time. In November, we held a limited playtest. Here are some key learnings the first playtest yielded:[/p]
- [p]The core concept of train driving, exploration and crafting passed the inspection and testers seemed to be having fun with it![/p][/*]
- [p]The general visual direction was also well received.[/p][/*]
- [p]Onboarding and tutorials currently cover the very basics and will be expanded later.[/p][/*]
- [p]Enemy AI still needs work in the 3D environment.[/p][/*]
- [p]Usability and accessibility will be given more attention.[/p][/*]
- [p]We will continue monitoring and improving general performance. [/p][/*]
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