Xenonauts 2 May 2023 Update
Hello everyone - May is now over, so it's time for our monthly update to explain the progress we've made.
Early Access Launch Date & Plans
The first thing to mention is we now have a date for our Early Access launch. I don't know exactly when it will be revealed because our marketing partners Hooded Horse are handling the announcement, but we're focused on getting the game as good as possible for that date.
Anyone whose been spending time on our
Discord will at least know that we’re not planning on launching in Q2. However, you won’t have much longer to wait - watch this space; the invasion will begin sooner than you might think!
Please be aware that the Early Access version of the game at launch is going to cut off after about 60-70% of the full campaign. This is still a big chunk of the game - depending on how quickly you play tactical missions, you could easily spend 10-15 hours playing a campaign before you hit that point. Ultimately we had to make a decision between spending our time working on polish and bugfixes that affect the whole game, or fixing various issues (and adding some missing content) that only relate to the final section of the game.
In the end, we thought people would prefer to play a 15+ hour chunk of Xenonauts 2 that would hopefully leave them impressed and keen to play the final game, rather than release the entire campaign in a less polished state that they might enjoy less. We will be adding back the removed content during Early Access, once we've had a chance to test it and polish it up to the standards of the rest of the game.
Current Goals
Our current goal is to make sure the playable parts of the game are as enjoyable as possible. One important aspect is to ensure all the research text and art in the playable sections are ready, so I've been working hard on that (along with a number of illustrators). We're also working on lots of bugfixes and usability improvements, and adding little quality-of-life features requested by the community - e.g., you can now rotate soldiers when arranging them inside the dropship on the strategy layer. If there's any time left over, we'll try and add some new maps too.
We're not going to be making any further large changes to the game until after the Early Access launch, as we want to avoid introducing new bugs. It's always important to have the game as stable as possible on launch!
Completed Work
Now I've discussed our future plans, I'll quickly summarise the work we did last month in the space I have left:
- We released Closed Beta build V27 onto the Experimental branch for Kickstarter backers, along with four hotfixes that fixed a LOT of bugs. We'll be hotfixing a few more issues this week and then hopefully releasing it on the Steam / GOG main branch.
- More work on the translation.
- As mentioned above, quite a lot of work on the research text/research artwork.
- We did some more work on the new Geoscape icons.
- We fixed the memory leaks in the game, which were causing performance issues and eventual crashes if you played the game for an extended session. This involved upgrading a copy of our codebase into the most recent version of Unity (as the version we're using is so old it doesn't have the tools required to easily find memory leaks), which is good news - after the Early Access launch, we'll probably upgrade the main project to this new version of Unity too. This should improve performance and compatibility, as well as make the lives of the developers easier.
There are a few other small things we worked on that probably aren't worth talking about, as this post is already rather long. That's all I have for this month, so thanks for reading the post, and I'll make another post once our release date is announced!