The game has been approved by Valve for release on Steam and the store page is now online. You can wishlist the game here:
There's some new screenshots on there as well.
I promised a new gameplay video a while ago, but I was working towards a fully playable build and didn't want to lose momentum on that. That build is done. You can finish the game in its current state. Now comes fine-tuning and putting in some 'could have' content.
We're still in the testing phase, though. Release date is tenuously set for late march 2019. If I still get flags from testers by that point, I'll consider Early Access release or something, but things are looking good.
I have so much to share that I don't know where to begin, so just a few quick notes:
-The negotiation system now includes bribery -effectiveness and cost based on player stats, but also on the other character's 'integrity' rating, which is a combination of faction loyalty, money and disposition-, insight actions to gain more leverage and some more features. The game is going to be partially voiced, but the negotiations will not be. Way, way, way too many permutations.
-The base building system is a fun resource management thing on its own. It's more involved and fleshed out than, say, the base building in Dead State and a lot more than the stronghold system in Pillars. It feels satisfying and many builds can contribute to how the Outpost evolves. The player has full control over module placement.
-Science builds are no longer OP, but now construction builds are. I'm starting to think that it doesn't really matter. How do you all feel about balance in builds? It's not like it's a competitive game.
That video is coming up next. Happy new year!
There's some new screenshots on there as well.
I promised a new gameplay video a while ago, but I was working towards a fully playable build and didn't want to lose momentum on that. That build is done. You can finish the game in its current state. Now comes fine-tuning and putting in some 'could have' content.
We're still in the testing phase, though. Release date is tenuously set for late march 2019. If I still get flags from testers by that point, I'll consider Early Access release or something, but things are looking good.
I have so much to share that I don't know where to begin, so just a few quick notes:
-The negotiation system now includes bribery -effectiveness and cost based on player stats, but also on the other character's 'integrity' rating, which is a combination of faction loyalty, money and disposition-, insight actions to gain more leverage and some more features. The game is going to be partially voiced, but the negotiations will not be. Way, way, way too many permutations.
-The base building system is a fun resource management thing on its own. It's more involved and fleshed out than, say, the base building in Dead State and a lot more than the stronghold system in Pillars. It feels satisfying and many builds can contribute to how the Outpost evolves. The player has full control over module placement.
-Science builds are no longer OP, but now construction builds are. I'm starting to think that it doesn't really matter. How do you all feel about balance in builds? It's not like it's a competitive game.
That video is coming up next. Happy new year!
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