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3 weeks since my last update. Time flies when you work all the time... For those interested in seeing updates more often, check my other social media stuff. So now, it's 10 weeks into development. The biggest change is that I switched to real-time from turn-ba…
It's been incredible! One article on turnbasedlovers.com changed the whole trajectory of Frost Protocol.Much more important, the Steam Playtest gave me a lot of very valuable feedback, especially from the testers that joined my Discord:Feel free to have a look…
I am absolutely overwhelmed by how many people want to playtest Frost Protocol, mainly due to an article on turnbasedlovers.com. Thank you so much!https://turnbasedlovers.com/overview/an-xcom-like-strategy-rpg-with-base-management-and-robots-frost-protocol-ove…
The Frost Protocol Playtest is now open!This is the first round of playtesting and an early development build focused on the core gameplay loop. There is a tutorial and 2 expedition maps.If you play, I would really appreciate your feedback:→ PLAYTEST FEEDBACK …
It's been a back and forth with realtime and turnbased concepts. Turnbased strategy games are by far my favorite and I tested this for Frost Protocol in early stages and it simply didn't work well. Why? Because it was a different game several months ago. I imp…
Combat time!I just released Version 0.3.1 which now is open for my current playtesters. Looking for more, so drop a comment if you are interested.Major changes:Combat, enemy spawn (Waves and ambient streams)BOOM! Explosives!RagdollsTrailer (already working on …
Back again!I took a break from all updates regarding the game and focused on the game itself.A publisher reviewed Frost Protocol (and decided not to go further with it), which actually gave me a big boost in reworking the game. I took a step back and looked at…
The first 2 detailed alpha tests are finished and I implemented a few new systems and changes as a consequence.The biggest issue by far was not to know what to do so the biggest change is a tutorial and a mission system. The goal was to reduce the mental stack…
It's been a back and forth with realtime and turnbased concepts. Turnbased strategy games are by far my favorite and I tested this for Frost Protocol in early stages and it simply didn't work well. Why? Because it was a different game several months ago. I imp…
300 wishlists!After 5.5 months of development, I gained 300 wishlists. Thanks to all wishlisters! A rather large portion of that came during the last 5 days when I released a new trailer, so check that out!There's also a new updated gameplay video:Sadly, I als…
Way too long for a DevLog...Finally getting closer to a real alpha build that includes all mechanics and systems on an at least basic level! There are so many new things that from now on I will have bi-monthly devlogs again.I tuned down social media activity a…
4 months of development!I took a few days off to have a creative pause so there are not as many new things to see this time...Also, I had a few early alpha playtests and the feedback is worth gold! So rather than implenting new systems, I even removed some and…
Week #13 of development. Amazingly, I did not switch back to turn-based gameplay! It stays real-time. For good.This also meant I could dive deeper into actual game mechanics this time and focus on the overall core gameplay loop. A big change (conceptionally) i…
Hi guys! Just a quick update. It takes so much time posting daily on Bluesky, Twitter, YouTube and Tiktok (and learning how to make the content better) that I didn't bother with a new devlog but this here is not for community building but rather to structure m…
DevLog #4 – Combat system updates Hi guys! Why am I starting with Devlog #4? Older devlogs are on itch.io (https://atlas-corp.itch.io/station-11) But from now on, I'll post each devlog here as well. This week, i solely worked on the combat system or rather eve…