An advanced HoloBase allows players to keep an eye on their factory which they must defend against waves of alien attacks with multiple tiers of missile and energy turrets. To survive they must continue to develop new and unique power systems, from solar energy to Jet Turbines, culminating in crafting an Orbital Energy Transmitter thousands of cubic meters in size, to beam power off-planet, and start the next phase of the game.
And all this with an enormous draw-distance, scalable gameplay engine that is equally at home on high-end or low-end computers, and full multiplayer support! This does not even factor in all that you can do in the Creative Mode whose only limits are your time and imagination. With an array of Super Build Tools and a high-resolution Custom Detail Block Workshop players can build anything and on a massive scale unseen in other games.
- Experience the largest worlds ever seen in any computer game - ever!
- Create a futuristic mining operation consisting of thousands of huge machines.
- Full Tower-Defense style combat in a voxel universe.
- Use hi-tech machinery to locate and process resources from thousands of meters away.
- Explore thousands of metres vertically, overcoming ever-more difficult challenges.
- Official Texture Pack and Mod Pack support
- State of the art lighting and shadowing, utilising high resolution maps for machinery and environment
- Innovative“Build to Me” Feature to facilitate rapid, accurate building
- Shareable Creative Schematics
- Super Build Tools allowing instant creation of primitive shapes
(This is a post about the sequel to Evolved, known as Phoenix : https://steamcommunity.com/app/1038080 )
So, lets start with the bad news and then unpack it a bit. Managing expectations is one of the most important things you can do with games; and I know I said Id be doing regular posts, but Im always worried about annoying people with constant popups. And then people ask me whats going on, so... here we go!\n
As Im beginning to plan the last few months before Early Acess release, Im quite sure these things wont be done!\n
Replacement networking wont be done.
[list]Old networking will still be in place, and will slowly be replaced piecemeal with Steam Lobbies and Networking
[/*]
Full visual revamp of the UI wont be done
[list]The behaviour of the UI has continued to iterate and theres plenty of new QoL features, but the visual atlas hasnt changed out.
[/*]
Progression will be hard-clamped at OET charge.
Im limiting the scope so I can ensure Im focussing improvements and polish where theyre needed.
[/*][/*]No remappable controls
Yet!
[/*][/*]Quit To Title isnt complete yet
I said implementing this was significantly harder than you might think and I was sadly right.
[/*][/*]Dynamic downloading of handbook entries
[/*]Dynamic loading of high resolution world textures using Texture Arrays.
Ive prototyped this, and its great, but hasnt happened yet. Itll mean dead-easy swapping out of individual textures for modders, as well as improved loading speeds!
[/*][/*]Tesselated FarField Rendering
The system is about 90% working, but doesnt visually hit the target I want. The goal is that everyone will have a 1km draw distance!
[/*][/*]\n
A long, long time ago, I decided - foolishly - to ship the game into Early Access on the 10th anniversary of Evolveds launch onto Steam. That dates just a few short months away now, and Im not going to many anywhere near as much as Id hoped!\n
So, my focus from now until Early Access release is just to polish the New Player experience, ensure that the onboarding process, initial base setup, tutorial, internal base readouts and everything associated with that is as good as I can get it.\n
Performance has also been a constant on-going battle. Part of the goal with Phoenix is to have a title I can continue to work on and expand for the next 5, 10, 15, 20 years; to that end, the rendering and visual target is very high - for 2025.\n
Your computer you have today is the slowest one youll ever have! Im allowing users to switch off most of the high-end visuals, but how that looks isnt something Ill be spending a lot of time on. I want thick, swirling fog, choking, oppressive underground dirt and dust, sharp, alien sunrays through massive towers of resin.\n
Much as Id love to be able to support both volumetric and non-volumetric lighting, it should be made clear (once again) that I am the only developer on this game. Getting endlessly compared to the huge teams and powerhouses that are Factorio, Satisfactory and Dyson Sphere Program is very flattering, but its literally just me and my cat here, and quite frankly shes not as much help as she could be.\n
So, if the game doesnt run as well as youd like, turn the detail down, and come back when youve gotten your next video card!\n
Balance is another tricky one to get right. Ive been aiming to have the game much much too hard and too slow at launch, as opposed to making everything too easy. One thing Ive found over the many years is that nerfing something - no matter how justified or necessary - just gets people really complaining. For those of you who have been around long enough, youll remember that Evolved launched with Scarce/Scarce as the only difficulty!\n
Making the game easier and more granular in progression as time goes on is something Ill be doing with the feedback from testers and EarlyAccessnauts.\n
(Is it worth pointing out that the many Early Access posts I see, slamming the game for being unfinished, ending up with Ill come back to this review when the game is patched! - and never coming back - arent useful for anyone?)\n
I am hoping that the Early Access launch goes smoothly - Phoenix is built on the last patch released for Evolved, and as such has hundreds (or thousands!) of hours of gameplay at launch. The initial plan is for a 12 month dev cycle in Early Access, and focussing entirely on the New Player through to Hive Mind eradication.\n
I will probably not allow players to progress past here during Early Access; everything past then wont have been particularly looked at, or balanced.\n
Once were out of Early Access, Ill be doing 1-2 month runs at each successive Chapter, working with Patreons and brave Bleeding Edge players to implement, balance and polish that section of the game before releasing it.\n
Ill try and do more of these posts; just to repeat myself from earlier, Im a 1-man dev, so I need to balance social media posts, development, promotional stuff, discord, forums and sometimes tidying up my office. Im swamped!\n
As ever, the best place (by far!) to keep up to date and to chat with me directly is Discord:
Come say hi.\n
Absolute TL;DR - Phoenix will launch in a far, far FAR better state than Evolved did, but its just the beginning on a very long and very slow road.
\n
Minimum Setup
- OS: Ubuntu 14.04
- Processor: Dual-Core 1.6ghz CPUMemory: 4096 MB RAM
- Memory: 4096 MB RAM
- Graphics: Intel HD Graphics 3000/Nvidia G285/Radeon HD 5450 with 512mb of RAM
- Storage: 5000 MB available spaceAdditional Notes: Additional features are available with 8 or 16 GB of RAM
[ 6370 ]
[ 5870 ]
[ 1991 ]
[ 1943 ]
[ 986 ]
















