Hi everyone! Im excited to bring you a small but important update for the demo version of Y2K Directive. First off, the game now includes a tutorial system! You can activate it when starting a new game, and it should help explain some of the core features. Ive also improved the new game setup with predefined map sizes, so you no longer have to guess which size suits your experiencethough you can still create custom-sized maps if you prefer. Now for the two biggest updates: 1. Y2K Directive will be part of the upcoming Steam Next Fest! Im super excited about this opportunity to showcase the game to a broader audience. Ill also be doing some live playthroughs on Steam, so stay tuned for more details. 2. This will be the final update for the demo version. My focus is now shifting to implementing the last features and polishing the game for the final release, which Im aiming for around late 2024/early 2025. For now, I don't plan to make further updates to the demo. Thank you so much to everyone who played and provided feedback. I can't wait for you all to experience Y2K Directive in its full glory. See you soon!
Another month, another update. Before we dive into the details, a big announcement: the Y2K Directive official Discord server is now live! Whether you like the game, want to report a bug, leave a suggestion, or just hang out with me, come and say hi! Click to join the Discord server What's new with the game? As usual, there are a few improvements and bug fixes, but the biggest new feature is the unit experience system. As your units attack and destroy enemies, they'll gain experience points, which will increase their attack power. It's pretty rudimentary and basic, but hey, it's a start. Other than that, here is the changelog for version 0.5: New Features:
- Experience and leveling system for units
- Moving the HQ out of the capital city will increase panic across all the cities
- Fixed the survey link on the demo end screen
- Selected unit panel now displays the correct attack points value
- Units that are supplied from the base now display that information in the sidebar
- Gameplay speed increased slightly
- Daily report now shows total credits
- You can now disable daily reports
- Ability to add 5 units to the build queue and to cancel build orders
Hello again!
I've decided to make a small update to the demo. This time I've focused on some smaller improvements. Like this one - finally units have range of their weapons displayed when you select them:
Many of you have complained on how obtuse the combat is in this game, so I've decided to improve it a little bit this time. Expect more focus on the combat system in further updates.
As always, you are welcome to download and test the demo for yourself. Have fun!
Here is the rest of the most recent changelog.
Gameplay balance:
- Increased cost of recruitment and upkeep of human units
- Increased attack range of tanks, infantry and artillery, while decreasing range of base defences
- Reduced energy output of power plants
Improvements:
- Modding: defence multipliers values are no longer harcoded and now are available in units.xml
- Enemy units disappear when players units are no longer seeing them
- Unit damage output scales correctly with its health status
- Weapon range display
- Military bases now have a supply area for units
Bugfixes:
- Fixed units walking on terrain they should not walk on
That's all for now. See you in the next update!
Hello everyone! Thanks again for everyone who played the demo and/or submitted a feedback. Your input helps me on my road towards full release of the game. Since the last update I've been working on a big issue everyone of you brought up - the non-existing game balance. It takes a lot of work to balance a strategy game, so I've decided to kill two birds with one stone. You see, I've always wanted to build my game with data-drive approach. I see no reason to lock the end user from the ability to - in this case - edit units health, weapons, name or even in-game representation. That's what I've did in games like Command & Conquer: Red Alert all those years ago. So here's what I've did - on top of buffing health and damage numbers of your units (and nerfing monsters health and damage) I've moved some of the unit attributes into a XML files that are loaded in a runtime. Don't like how I've balanced these units? Just open these XML files with a text editor of your choice and do it as you see fit! Want to have infantry with infinite healthpoints? Be my guest! Right now, the modification options are quite limited, but I will try to expand them in the next updates. My dream is to have a modding scene around my game, that would be sick. These XML files are located in following locations within game files: Y2KDirectiveDemo_Data\StreamingAssets\Data - for Windows and Linux versions Y2K Directive Demo.app\Contents\Resources\Data\StreamingAssets\Data - for macOS version (On Steam you can right click on the game in your library and select the "Browse game files" option) That option is not available for Play in Browser version for obvious reasons. So feel free to download and test the new demo. There were more new features and bug fixes, as follow: New features: - Modding - user has the ability to modify some of the unit and weapon attributes Gameplay balance: - Human units damage values were beefed up, while monsters were nerfed - Slowed down supply usage for all units - Increased costs for some of the units Improvements: - The "Emergency" symbol has been changed - Time controls have been changed to a more sensibile system - Tax rate for cities has new controls - Ability to jump to the location of the event and slowing down time on event popup Bugfixes: - Supplies value for units no longer goes into negative values - Fixed tax rate not resulting in panic increase in cities - Fixed music playback stopping after only one track - Pressing spacebar on popups no longer causes game to resume while popup is open (You can check the "changelog.txt" file in game files for the full version history) That's all for now. See you soon with more updates! Cheers, Damian (kszadev) PS. Some of you asked whether I would like to start a Discord server for discussion about my game. If you agree with that idea, and would like to join such server, drop a comment and I'll see what I can do :)
Hello all! I know that I've promised the demo on January, I should have known better to not underestimate time requirements for making a game. However, the wait is finally over. The very first Steam demo of Y2K Directive is now live. Go play it! Now, there are some things to keep in mind. This is very obviously a very early build of the game. Yes, its pretty rough, the combat and economy are severely out of balance, and a lot of features are missing. Yet, it might give you pretty good idea of what's to come. Right now, my main objective is to fix the balancing issues, so expect an update soon(ish). It's hard to estimate how long it might take, since I would have to playtest the game a lot before I settle on a balance that feels fair, yet challenging. There are also a few nasty bugs to iron out, so that will be hopefully fixed for the next release. But that's enough for now. Thanks for everyone who provided feedback on the game already, your input is incredibly helpful. See you soon!
Hey Wishlist Crew! Big thanks to each one of you. Just finished a playtest with my buds, got solid feedback. A few tweaks left, then the demo's all yours. You'll dig dealing with alien wildlife wrecking your islandcitizens getting devoured, military units strugglingreal chaos! Demo details: 14 in-game days limit, but you can restart forever. Every new game, new mapdifferent terrain, cities, and enemies. Endless replay. And after the drop, I'll keep the updates coming with new stuff. Thanks again for the support! Cheers!
Y2K Directive
KszaDev
KszaDev
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 6
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/2687650 
As chaos looms on the horizon, reports flood in of gigantic monsters, zombie plagues, interdimensional portals, and various supernatural disasters unfolding worldwide. You, a military leader from a small island nation, are tasked with a simple yet daunting mission: Save as many civilians as possible before the clock strikes 2000.
Welcome to your Y2K Directive.
SURVIVE: Navigate through this apocalyptic year, rescuing civilians from endangered cities and deploying your troops to stem the tide of horrors.
ADAPT: Leverage the terrain, day and night cycles, and weather to your advantage. Train your troops, rebuild destroyed bases and power plants, and establish refugee camps for civilians. Keep panic and civil unrest at bay.
OVERCOME Every problem has a solution. Utilize your troops not just for combat but also to reduce panic, quell civil unrest, or suppress insurgencies. Manage your economy and infrastructure with precision to save your country from impending doom.
This strategic civil defense simulation, inspired by classic games like XCOM/UFO with roguelike elements, guarantees endless possibilities to test your skills. In each playthrough, a new scenario is generated. Zombies? Alien fauna? Kaijus? Maybe all of them (and more) at once? Choose your preferred settings, or let the random generator surprise you. Will you withstand the test, or let your country fall into chaos and anarchy?
- OS: Any Debian/Arch distribution
- Processor: 64/32-bit processorMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Supports integrated video cards
- Storage: 100 MB available space
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