Linux Pre-Alpha 2, Android Pre-Alpha 5


Work continues unabated. We've finally added the last really critical unit for the early stage of the game, the Airwell. For those of you who think we're making that up, it's a real thing. Mars has a fairly high atmospheric moisture content (though it may be upper atmosphere, but for the purposes of gameplay we're keeping it simple). 

That means you can devise a unit that's essentially a monster solar farm, run a temperature variance, and collect that sweet, sweet water. At least in this game.

We had a load of feedback from our Alpha test team on the first Linux Alpha. We have integrated as much of it as we can on this version, but the biggest ask of all (on any version) is still a mini-map. That's not here yet, sorry. 

What is here is the final critical gameplay element of stage 1 - the O2 gauge. No longer can you roam the surface of Mars with impunity. Periodic top-ups of O2 are required now.

There's a lot to come still before the official start of Alpha in May, but I think we're getting there. Let's hope we didn't break more things than we fixed!

Outstanding pieces for Alpha: Research, Additional Maps, Splash Screen, Save/Load.

Bugs fixed:

  • Isn't it Quixotic - The windmill no longer will totally disorient players and models 
  • I must be seeing things - The UI is now centered properly, no longer going more and more left over time
  • I have a bone to pick - The pick now appears and disappears properly, instead of just randomly appearing
  • Castle in the clouds - The buildings are now at ground level, regardless of game platform. This was a weird one! Turned out to be caused by premature optimization. (d'oh!) 
  • Could someone PLEASE shut that bloody music up - No longer plays discordant overlapping tracks at random.

Big thank you to Hexenkraft for the awesome soundtrack. We're not there yet, but we're getting there! See you all in the alpha test channel.

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