Since our last dev update, we’ve released the Trade Routes and System UI overhaul we discussed in our last update and have fixed a truckload of crashes and bugs in other areas of the game. Anyone who’s been getting an OutOfMemoryException crash on saving the game will be happy to know that we’ve managed to solve this problem and tested it with a fully explored galaxy. The next patch will also add the highly requested sound and music volume sliders in the options panel, and we’ve added new graphical effects and race music to the New Game screen to add some much needed immersion.
The main focus of the next patch is on Diplomacy, so I wanted to take some time out to talk about our plans. Diplomacy is a huge part of any 4X game, and one that is often overlooked in favour of combat and economic mechanics, but we want it to be an important part of Predestination. Ideally, a clever player should be able to play a fully diplomatic game without ever being forced into war and combat if they don’t want to. We recently reached out to you for your feedback and ideas on Diplomacy, and in this article I’ll delve into our final design, which has been broken down into four smaller patches. Note that we may take a break between patch 2 and 3 or between patch 3 and 4 to work on other major gameplay systems.
We’re super-excited about the new and very-much-improved Predestination website and we really hope you are too! It may take regular visitors a while to get used to our new look, but I think we can all agree that it’s a positive change. We’d received several comments about how dated and clunky the old layout was, so we opted for a much cleaner look that signposts the key information much more clearly for our fans. Read More
In the previous dev update, I showed the tax system, ground combat, and the fleet combat overhaul that we’ve added to the Predestination Alpha since its release on Steam Early Access. This month we’ve built the Trade Route feature that will really make your space empire come together on a galactic scale, improved the UI, fixed an enormous number of bugs and crashes, and we have been texturing our building models for inclusion in a later update. Check out the video below to see the Trade Route feature in operation, and read on for the full details of recent development progress on Predestination: Read More
The Early Access alpha release of Predestination has been in the wild for a while now, and it’s safe to say it’s been a hit with those who have tried it! Now that the dust has settled and we’re back into a steady development pace, we’d like to get back to writing regular updates for the Kickstarter and blog and catch you all up on what we’ve been working on. In this massive catch-up update, I’ll take a look at how the Early Access launch went, dig into our major Fleet Combat and Ground Combat update that’s set to launch in a few days, and look at our plans for the future. Read More
The Predestination Early Access alpha has been released on Steam for about a week now, and we’ve finally caught up with all the requests for keys and fixed a lot of high-incidence bugs. There was a small problem with the key request form during a period of heavy load, so some of you who requested a key may have been missed.
If this has happened to you, I sincerely apologise for the inconvenience. Anyone who pre-ordered the game or pledged on Kickstarter and wants a steam key should email firstname.lastname@example.org with the email address you used on Kickstarter or Paypal and we’ll aim to send you a key within 24 hours. Read More