Alpha 0.5, System by System
What actually landed in Quests & Camps, grouped by system instead of by the order it got built. An alpha slice, described plainly.
Deep dives into the game design behind Shattered Lands. How the systems work, why we built them this way, and what's coming next.
What actually landed in Quests & Camps, grouped by system instead of by the order it got built. An alpha slice, described plainly.
How we built a gathering system where finding the resource is half the skill: visible harvesting, hidden prospecting, and why we needed both.
How we're building a crafting system where materials matter, with quality flowing through every step from ore to finished weapon.