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What do you think?

Looks great, I think I will download it, when it would be released. Good luck on developing such difficult project

From the moment I saw the title screen I knew I was in for a treat, I know this is currently an Alpha, but holy does it show some serious potential, the only thing that's concerning is the performance being a bit jumpy on an RTX 3060

i will download

will there be a steam version like endless inside



all-ages
Cartoon Violence
Fantasy Violence

Improving some effects. 3D fireballs on explosions and better decals with dynamic heat.

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A quick destruction test. Now compatible with custom "dynamic joints" and "performance buffer" systems.

Our Discord community is now available, join us to follow dev news, share feedback and have fun - see you around!

https://discord.gg/jkXyTYud9V

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I've worked on effects improvements recently. Smoke and dust particles are volumetric now - which interacts with lighting better and brings a feel of depth. No extra performance cost.

Improved main menu and interfaces, Earth is finally here! Coming on BetaTest 0.4

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Improving physical stabilization. Added velocity threshold for sent damage without extra cost: destructive elements supports pressure better now. This makes possible a more accurate collapse for tall structures. (left: old / right: new)

Day and night, fire propagation, better interaction, improved terrain, skybox and interfaces. NPCs, lots of fixes and much more. BetaTest 0.3 is now available for supporters!

Changelog: https://gamejolt.com/p/betatest-release-notes-p2evgkwc

Become a supporter: https://gamejolt.com/p/private-beta-test-for-supporters-and-patr…

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Adding fire propagation for destructible props. I'm using the current temperature system I made for meltable props / heat emitters and improving it as the needs came.

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I made an auto-generated conveyor belt, very handy for level creation using a spline to set the start/end points. Fully compatible with different mesh sizes and models. Physics behaviour runs when it's needed only so no function is running all the time.

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Adding damage occlusion. Explosions damage checks front elements and reduces the damage to the ones behind. (red lines means direct damage, blue ones means reduced damage)