Category: Devlog

September 2019 Devlog #1

The devlog for September 1st-8th: Updated all the old tutorial to use the new “pop-up” system. Adjusted linked faction gain/loss for various NPC factions: Basilisk Corps, criminal underworld, Eclipse Systems, Green Cross, Indigo Guard, law-abiding citizens, Liang Foundation, Lustrum Syndicate, Mercury Holdings, ne’er-do-wells, New Teutonic Order, Order of Purity, Outer Sun Industries, Proxima Accord, R┼Źnin,…


August 2019 Devlog

I’ve not been posting much by way of updates about the Krasten project lately, so I’m going to summarize the changes and improvements made to the game over the month of August. It’s been a bit of a slow month for development, but among other things: Certain interior rooms can now be set to have…


Changelog: January 6th 2019

Finished putting together the first version of the scripted intro/tutorial sequence. Various bug fixes: Vehicle wrecks now have the correct weight Vehicle/construct wrecks are now correctly described as wrecks while looting them “Bury” menu option now longer appears for vehicle/construct wrecks. Captain Stovall’s quest no longer starts immediately upon starting the scripted tutorial sequence. Equipping/unequipping…


devlog 13/07/17 — mech siege armour

It’s been a few days of silence on this blog, so what have I been up to? It turns out, quite a lot: first and foremost, the last few days I’ve been working on the vehicles update, largely focusing on the new mechanized siege armour the player can purchase and use. I’ve had some basic…


devlog 9/7/17 — levels, tiers and skills

Now that I’ve got this blog all set up and running (along with a plethora of screenshots below), it’s about time I start writing about the current progress of the game development. :3 And to clarify, since some folks have asked: yes, there are going to be alpha builds available to play when I feel…