Status Update #13: Alpha Post-mortem

Thank you all for playing the Alpha! We’ve managed to get a ton of great suggestions regarding improvements and fixes that can be made. Your feedback has been invaluable.

Lets Play by ICARUSLIV3S

Lets Play by IamKrabby

There are still a lot of problems with the mod that need to be resolved over time, however I underestimated how many there would be. It will still be a while before the mod reaches an acceptable standard, but we’ll get there!

Combat woes

One of the biggest problems right now is the combat system. It needs quite an overhaul not only with general polish, but with potential mechanics too.

We feel we strayed away from our original intention to make something more fitting to survival horror, with the current state of things, the mod seems to be leaning more towards an action experience, which we feel isn’t quite working out as well as we hoped.

We want players to feel anxious, and to make combat encounters more meaningful and scattered.

Too many flickering lights!

Another problem was too many flickering lights, although, this one is an easy one to fix (just place less flickering lights). Not only did it become apparent this would be a safety concern to some players, but it has actually become more of an annoyance.

User front end problems

The 4:3 HUD resolution requirement is on the top of our technical problems list. We need to re-work the way the mod handles its camera and weapon view-model systems to get around this. It is also restricting use of some user preferences, like the ability of changing FOV.

Not enough pre-alpha testing

Ultimately, these failings come down to one thing… we didn’t do enough testing.

We only put out a first closed alpha test weeks before the open alpha release, even then we received input on critical problems with the mod.

Fortunately, this can all be resolved in time! We just need to throw a couple more months into dev time.

Lets Play by OfficerD82

From here

I’ll be making sure to update this blog weekly from here on out. I have also made a new page titled ‘Milestone Progression’ which (soon) will outline future deadlines and goals we hope to achieve over the next 8-12 months. The next immediate goal is to push out a 2nd alpha where we address as many of these problems as possible with the same two levels. This should hopefully be sometime in December if all goes well.


From there, the ultimate goal is to go Open Beta, which will be content complete! We hope to include all levels, story elements and game mechanics with this release, but it is still a wee bit off. We’re currently aiming for Q2 next year, but we want to make sure we get things right with this release, so it may end up being a ‘when its done’ thing.

We’ll be doing a lot of test builds for the Beta, but we want to do this behind closed doors to prevent story or gameplay spoilers getting out. We want the experience to be fresh when it drops.

If we do open tests before Open Beta, it may be in isolated instances or test maps.

For now, we’ll be keeping the current alpha online for anyone to download and play.
If anyone has any suggestions, we’re all ears! Feel free to post a reply to this or any threads on the blog, or you can flick me an email –

Thanks for playing all!

5 thoughts on “Status Update #13: Alpha Post-mortem

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