📝 Devlog Update – Progress & Polish
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We’ve been steadily moving through both design polish and client-side improvements. Here’s a look behind the curtain at what’s been done and what’s still in motion:
Game Design
Completed:
Weapon configuration polish – balancing, feel, and presentation are getting closer to the final vision.
In Progress:
Localization – laying the groundwork so players around the world can fully experience the game in their own language.
Configuration polish – focused on:
Localization consistency
Affix system adjustments (refining bonuses and modifiers)
Shop interactions (usability and clarity)
Client Development
Completed:
Attack animations syncing – actions now display consistently across players, improving multiplayer reliability.
FPS limiter – added as a Graphics settings option to give players more control over performance.
Localization bug fix – resolved an issue where language wouldn’t update after selection.
Minimap visuals – refreshed and updated to improve readability and navigation.
Closing Thoughts
This phase has been less about flashy features and more about tightening the screws: synchronizing core systems, fixing long-standing issues, and polishing the overall experience. While a lot of this work happens “under the hood,” it lays a solid foundation for the upcoming features and gameplay depth we’re preparing next.
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Love seeing these kinds of updates — not just big shiny features but the steady behind-the-scenes polish that actually makes or breaks the player experience. Syncing attack animations across players is a huge quality-of-life win for multiplayer immersion, and the FPS limiter option shows you’re really thinking about performance for different setups. Localization work is also smart — global accessibility will massively expand the audience. Excited to see how the affix adjustments and shop improvements shape the overall gameplay loop.
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Honestly, these “tightening the screws” updates are underrated. Flashy new content gets hype, but it’s the polish on systems like minimap readability, shop usability, and localization consistency that separates a fun game from a frustrating one. It’s also encouraging to see you balancing weapons and affixes now rather than leaving it for post-launch chaos. Feels like you’re laying a really solid foundation for the next phase of features. Can’t wait to see what’s coming once this groundwork is locked in.
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We’ve been steadily moving through both design polish and client-side improvements. Here’s a look behind the curtain at what’s been done and what’s still in motion:
Game Design
Completed:
Weapon configuration polish – balancing, feel, and presentation are getting closer to the final vision.
In Progress:
Localization – laying the groundwork so players around the world can fully experience the game in their own language.
Configuration polish – focused on:
Localization consistency
Affix system adjustments (refining bonuses and modifiers)
Shop interactions (usability and clarity)
Client Development
Completed:
Attack animations syncing – actions now display consistently across players, improving multiplayer reliability.
FPS limiter – added as a Graphics settings option to give players more control over performance.
Localization bug fix – resolved an issue where language wouldn’t update after selection.
Minimap visuals – refreshed and updated to improve readability and navigation.
Closing Thoughts
This phase has been less about flashy features and more about tightening the screws: synchronizing core systems, fixing long-standing issues, and polishing the overall experience. While a lot of this work happens “under the hood,” it lays a solid foundation for the upcoming features and gameplay depth we’re preparing next.
@undeadsteam
Love seeing this kind of steady progress, polishing the small details always makes the final experience feel so much more complete. The focus on localization is a big win for global players. -
We’ve been steadily moving through both design polish and client-side improvements. Here’s a look behind the curtain at what’s been done and what’s still in motion:
Game Design
Completed:
Weapon configuration polish – balancing, feel, and presentation are getting closer to the final vision.
In Progress:
Localization – laying the groundwork so players around the world can fully experience the game in their own language.
Configuration polish – focused on:
Localization consistency
Affix system adjustments (refining bonuses and modifiers)
Shop interactions (usability and clarity)
Client Development
Completed:
Attack animations syncing – actions now display consistently across players, improving multiplayer reliability.
FPS limiter – added as a Graphics settings option to give players more control over performance.
Localization bug fix – resolved an issue where language wouldn’t update after selection.
Minimap visuals – refreshed and updated to improve readability and navigation.
Closing Thoughts
This phase has been less about flashy features and more about tightening the screws: synchronizing core systems, fixing long-standing issues, and polishing the overall experience. While a lot of this work happens “under the hood,” it lays a solid foundation for the upcoming features and gameplay depth we’re preparing next.
@undeadsteam
The updates may look quiet on the surface, but these are the improvements that truly shape long term quality. Excited to see how the foundation you’re laying now unlocks future gameplay depth. -
We’ve been steadily moving through both design polish and client-side improvements. Here’s a look behind the curtain at what’s been done and what’s still in motion:
Game Design
Completed:
Weapon configuration polish – balancing, feel, and presentation are getting closer to the final vision.
In Progress:
Localization – laying the groundwork so players around the world can fully experience the game in their own language.
Configuration polish – focused on:
Localization consistency
Affix system adjustments (refining bonuses and modifiers)
Shop interactions (usability and clarity)
Client Development
Completed:
Attack animations syncing – actions now display consistently across players, improving multiplayer reliability.
FPS limiter – added as a Graphics settings option to give players more control over performance.
Localization bug fix – resolved an issue where language wouldn’t update after selection.
Minimap visuals – refreshed and updated to improve readability and navigation.
Closing Thoughts
This phase has been less about flashy features and more about tightening the screws: synchronizing core systems, fixing long-standing issues, and polishing the overall experience. While a lot of this work happens “under the hood,” it lays a solid foundation for the upcoming features and gameplay depth we’re preparing next.
@undeadsteam
Attack animations syncing and FPS limiter are game changers for smooth play. Appreciate the team focusing on stability and polish instead of rushing flashy features it shows real dedication.