Apologies for the delays to this update. Some big news this month - we're planning to launch the game into Early Access in February next year, and I've been underwater with preparations for that. We're also going to be putting out another tactical mission demo as part of a Steam event later this month, which is also eating into my time.
I'll be writing a much longer post later this month explaining our plans for Early Access in detail, so I'll just focus this post on what work we did last month.
Abduction Missions:
The biggest feature we've been working on are Abduction Missions, which are a new type of tactical mission intended to provide a bit more variation to the ground combat. In these missions the aliens have captured a number of civilians and imprisoned them within teleporter pods, and you have a certain number of turns to free as many civilians as possible - once the timer runs out, all surviving aliens and any pods that have not been opened teleport away.
You win the mission by rescuing at least 50% of the civilians, so these missions are no harder than a "normal" mission where you kill all the aliens. However, you receive a small amount of money resources for each opened pod and killed alien (as they do not teleport away) so the player can potentially obtain more rewards on these missions by playing more aggressively than normal. Personally I think this makes them an interesting change of pace from some of the other mission types.
These were way more effort than I was expecting them to be, but they're basically done now (just ironing out a few bugs) and so should be included in V24.
Grenades:
We've now done the final part of the grenade implementation - setting them to use arcs, so they can be thrown over walls or intervening cover. This is surprisingly tricky from a design perspective (arcs and abstract 3d tile grids don't go together well) and even more of a pain to implement, but we know it's an important feature to a lot of players.
We're just fixing up a few bugs and some issues with the visualisation, but this feature is also pretty much done and should be in V24.
Achievements & Cloud Saves:
Achivements are now complete, including artwork, and set up on Steam and GOG. You'll be able to earn them (well, most of them) starting in V24.
I'll also shortly be turning on Steam cloud saves, but because our save games were previously absolutely enormous (up to 20mb for some tactical saves) we've spent some time optimising the files so they are much smaller. They should now only be about 20% of their previous size, so only a few mb each, and won't totally destroy anyone stiill on a metered connection.
Terrain Tiles & Maps:
Last month I spent a bunch time fixing all the problems with the UFOs in the game, using a new tool to find and fix all the line of sight "holes" which could cause the interior space to be revealed by soldiers who were still outside. I also fixed the non-walkable tiles that occasionally appeared inside the UFOs, and finished setting up the styling on the Harvester and Battleship UFO interior spaces.
I've also added a LOT of new terrain tiles to the game. These will be most noticeable in the Xenonaut Base biome, which is now mostly complete and looks much more polished than it did in our last public release (there's just a few more rooms left to complete). This is also reflected in the Cleaner Base plot mission, which has been completely restyled and now looks much better than before.
UI Updates:
We're continuing to work towards having the strategy UI refresh complete for our Early Access launch in February. I've implemented the new visual style for the Main Base and Stores screens, and we're nearly done with designing the Soldiers screen. Once that is complete we only have the Research, Engineering, Aircraft and Soldier Equip screens to implement.
Additionally, we're working on an updated visual style for the Geoscape map itself. This won't be dramatically different but we want a map that looks a bit more distinct from the one in the first Xenonauts, and is just a bit neater and less noisy. We're still at an early stage of this but I'm hoping it'll come out well!
Campaign / Tech Tree:
In preparation for V24 I'm doing another balancing pass on the campaign. One small thing we implemented here was the ability to randomise the spawn times of missions and UFO waves, which has helped make things less predictable, and in general I've just been working through the game and ensuring everything unlocks correctly so you can actually make it to the final mission.
I'm looking to get the tech tree locked down for the Early Access release shortly, as there is still quite a bit of art and writing that needs to be added. However this month I did write all the research entries for the entire alien / Cleaner plot chain from the start of the game right up to Operation Endgame (this was about 15 entries in all). This means the hardest part of the writing is now done, as "normal" research entries are less narratively connected and much faster to write.
I think that's everything. We are working on V24 still but I'm not going to give a firm date for when it'll be released as I'm conscious I've got the demo to sort out first. But hopefully in the next couple of weeks!
Until it's done, of course. Realistically, I expect a delay for the EA. Remember this was supposed to have an open beta the last year (I think you can still sign up on Steam).Jesus... early access next year, feb. Than early access for how long?
Xenonauts 1 also took a long time. I remember on the old forums, he blamed the engine that his original programmer wanted to make the game in. He said that if he ever made a sequel, it would go a lot faster because he would have a better engine.Why does it take 15 years to develop a sequel?
Probably because money is in phone games. Your senior team is going to switch to that as soon as they also figure that out.I'm in serious talk with my uncle, senior veteran programmer, and couple of his programmer friends, to open gaming studio in Belgrade. We'll start with 4-5 seasoned, veteran, grizzly 40something, fluent in multiple programming languages, fat senior programmers and look for artists, writer etc. Somehow, and I can not stress this enough, it feels to me that most Indies are: 1) terribly managed, just complete mess on par with Paris commune 2) they start with bunch of artists, idea guys, sprinkled with few designers. Very few competent, senior programmers. I wonder if Xenonauts 2 has 1, a single senior programmer on the team. Wouldn't be surprised if answer is short: no
For every indie game that sells 1 000 000 copies there is 100 that sell 10 000 onlyStoneshard sold 1.000.000 copies. Lowest sell price is 17$. When you multply no. of sold copies with lowest sell price and deduct 30% Steam cut and 20% taxes, you get worst case scenario. =10.000.000$. Neto profit. For 7 guys. In period of 2 years of Steam Early Access (they had successfull Kickstarter which covered 50%+ of development cost prior to Steam Early Access). How many of you make 59.500$ per month? In Russia, most people don't make that much in decade. Sallary of 1000$ is considered good in Serbia/Russia. 2000$-2500$? You're minor noble
Another quick example: Underrail. You might have heared of it. Made in Serbia. Sold 500.000+ copies. Let's say average sell price before Steam cut was 7$. When you multiply 4.9$ (2.1$ being Steam cut) with 500.000 you get: 2 450 000$. For one guy, his 3-4 helpers. In country and city where 1500$ sallary is considered by 99% of population as middle class and does give you middle class style life. Are you starting to see what I see? Successful indies in Eastern Europe can make good life. INDENIABLE
All while coding and working on your games from your comfy house in Belgrade suburbia. That's life
and 10,000 that sell 0. seriously, several dozen video games are released per day and will never be played by anyone but the creator's friends. some of them might be good! nobody will ever knowFor every indie game that sells 1 000 000 copies there is 100 that sell 10 000 onlyStoneshard sold 1.000.000 copies. Lowest sell price is 17$. When you multply no. of sold copies with lowest sell price and deduct 30% Steam cut and 20% taxes, you get worst case scenario. =10.000.000$. Neto profit. For 7 guys. In period of 2 years of Steam Early Access (they had successfull Kickstarter which covered 50%+ of development cost prior to Steam Early Access). How many of you make 59.500$ per month? In Russia, most people don't make that much in decade. Sallary of 1000$ is considered good in Serbia/Russia. 2000$-2500$? You're minor noble
Another quick example: Underrail. You might have heared of it. Made in Serbia. Sold 500.000+ copies. Let's say average sell price before Steam cut was 7$. When you multiply 4.9$ (2.1$ being Steam cut) with 500.000 you get: 2 450 000$. For one guy, his 3-4 helpers. In country and city where 1500$ sallary is considered by 99% of population as middle class and does give you middle class style life. Are you starting to see what I see? Successful indies in Eastern Europe can make good life. INDENIABLE
All while coding and working on your games from your comfy house in Belgrade suburbia. That's life
Based serbians fighting against globo homo once again.I'm in serious talk with my uncle, senior veteran programmer, and couple of his programmer friends, to open gaming studio in Belgrade. We'll start with 4-5 seasoned, veteran, grizzly 40something, fluent in multiple programming languages, fat senior programmers and look for artists, writer etc. Somehow, and I can not stress this enough, it feels to me that most Indies are: 1) terribly managed, just complete mess on par with Paris commune 2) they start with bunch of artists, idea guys, sprinkled with few designers. Very few competent, senior programmers. I wonder if Xenonauts 2 has 1, a single senior programmer on the team. Wouldn't be surprised if answer is short: no
Hopefully they front some money so developer can quit his day job and finish Xeno 2 fasterHooded Horse have several strategy- or simulation games released/coming that are on my radar.
I could swear I hadn't heard about those guys year ago.
I doubt it, it is taking too long to make it. He didn't earn enough from Xeno 1 and KS to afford it.I thought this was his day job.
Xenonauts 2 September Update
Hello everybody - it's time for our monthly progress update. There was no update last month because we were in the process of switching our marketing partner, but everything is back to normal now.
Marketing Partnership
Xenonauts 2 is now being published by Hooded Horse, a specialist strategy publisher who we think are a really good fit for the type of game we're making. This publishing deal is purely a marketing partnership, so Hooded Horse have no control over the design of the game, but they'll be handling future community updates and helping build some buzz around the game as we approach Early Access (which is finally approaching, and is planned for the first quarter of 2023).
This means you'll start seeing trailers and updated screenshots for the game in the near future, which should show off the progress we've made in recent months!
Development Progress
Development has gone well over the past two months. We recently released a tactical demo for Steam's Tacticon event, which was well received (it's still available on our Steam page for anyone that wants to play it!) and we're planning on launching our next Closed Beta build towards the end of next week.
The biggest feature we added was Abduction Missions, which are a new type of tactical mission that provides a bit more variation to the game. The aliens have captured a number of civilians and imprisoned them within teleporter pods, and you have a certain number of turns to rescue as many as possible before the timer expires and any unopened pods teleport away.
These missions are no harder than normal missions as only 50% of the civilians need to be rescued for you to win - but you gain resources for each extra pod recovered, allowing the player to earn extra resources by playing more aggressively than normal. Personally I think this makes them a nice change of pace from other mission types.
The other major feature we added was heavily requested by the community - giving grenades arced throw paths, allowing them to be thrown over cover or walls. Implementing a curved arc in an abstract 3D tile grid has been quite a knotty problem, but it's now working pretty well and it definitely opens up a lot more tactical options!
Beyond that, we've added a lot more assets, small features and bugfixes. In brief - achievements and cloud saves are now functional, lots of new terrain tiles have been added including a complete rework of the Xenonaut Base tileset, about twenty new research reports have been written, and three of the important UI screens on the strategy layer have now been reskinned in their final style, and quite a few more things I just don't have space to mention.