​ Swirl W@tch Alpha 2 is here!


This is a massive update in terms of content, if you haven't tried the game now would be the time cause I really need your feedback. Most noticeably there are 8 playable zones and multi-map missions now. Many new objective types have been added. CorPo got new specialized units that appear later in the game. And apart from new gear you can now also unlock different player ships, through the new score-based unlock system. There is still a ton to do and large portions of the game haven't been thoroughly tested yet, but it looks like all is going to get done till the February release date. Cheers!


0.900 (Alpha 2)

New Stuff

-Majority of the game is now playable.

-Added unlockable player ships. Most provide stealth bonuses in specific regions, a few have unique abilities.

-Added a ton of new weapons, gadgets, passives and mods.

-Added AoE damage weapon behavior and projectile-stream weapon behavior.

-Added score based resource required to fully unlock gear.

-Added zone variants (8 total now) with custom scenery, hazards and level structure.

-Added many new enemy types with custom behavior and communications.

-Added adaptive enemy force composition on multi map missions. CorPo will attempt to counter your play-style with specialized units depending on how you acted on previous maps of the current run.

-Added many new mission objectives and zone specific objective pools.

-Added friendly ships as part of mission objective and random encounter.

-Added hidden derelict spawn zones to maps. Derelicts can be looted for free upgrades.

-Added shipping crates you can airlift to gain loot score (also part of some missions).

-Added additional visuals for reflex mode
-Added full contextual communications system:

-You can now get contextual advice from your tactical AI by pressing communicate while an object is targeted. Also works on open space for more generic tips.

-You can now call for evac at any point during a mission, by holding communicate on an open area away from patrols.
Finishing a mission like this prevents you from gaining score bonuses, base score and prisoners still count.

-You can now get resupplied with ammo and supf by holding communicate while your ship is selected. This takes a while and has limited uses per mission.

-Action control will now talk to you when you gain missions or discover and complete objectives.

-Some enemies now have phase torpedoes as a secondary weapon. Torpedoes home in on player sounds regardless of sound-range and can phase through one obstacle.

-Boarded ships can now be used to block incoming shots.

-You can now see enemy pathing when a moving ship is selected.

-Enemy ships now become unknowns again if they evade detection for multiple minutes.

-Opening inventory screens now pauses the game.

-On the title area you can now interact with items and mission selectors at range if you have them selected

-Added new tutorial system.

-Added dynamic sound mixing.

-Added full adaptive OST with tracks for each zone.

-Added controller support.


Guard AI

-Guards now prioritize weapon sound over reacting to explosions.

-Explosions by themselves no longer cause guards to investigate the position, instead they perform evasive maneuvers and report an attack.

-Sounds now only attract the closest couple guards, instead of anyone in range.

-Guards that have witnessed clear player actions no longer report nothing founds after searches.

-Guard spot progress now also decays when a guard no longer make detection progress (previously only when line of sight was broken),
preventing certain new enemies from spot-camping you indefinitely when staying at 0 LP in the open.


Balancing/Adjustments

-Projectile hits and explosions cause way less shield delay now (10s --> 4s)

-Title area now displays your budget as [remaining]/[max budget] to make it more clear how this relates to your mission currency


Fixes

-Fixed situations in which guards could get stuck in evasive maneuver behavior if no investigation is triggered.

-Hiding ships in structures should work more consistently now, but is limited to rectangular industrial structures (anything boxy and orange).

-Improved lidar spot indicator visibility.

-Enemy lidar detection reworked.


Stuff to look out for:

-Is the tutorial too intrusive? Or not extensive enough? Are there things you would like to have explained better?

-If you use help comms: anything missing you would want to have hints on?

-Progression balance: Are either tech levels or your public support lacking behind and prevent many unlocks? How many runs did it take to get to certain tech levels and unlocks?

-How does mission pacing feel? Especially in regards to misson with 2+ maps.

-How do you feel about the lifter arrival sequence before each mission? I personally like this bit of downtime, but I can see that it might need to be faster.

-You ever feel like something that happened should warrant more of a guard reaction? Do certain reactions feel disproportionate?

-Any events feel like they should create sounds spheres but don't? Are there sounds that reach guards but do not cause reactions?

-If ship comms ever display as "[interference]" then something went wrong and I need to know the circumstances of that comms event, ship that is calling etc, suspected subject, what just happened etc.

-Same with objectives that display as [objective init error]

-If it looks like a mission can't be completed due to bugs, remember that you can still try to call evac manually. This will get you at least some rewards for that botched mission.

-Any sounds not obeying volume settings? Sounds feeling like they get played at wrong volume or cutting out?

-Interrogate text doubling up, failing to load the correct response text.

-Controller support isn't fully tested and might still need improvements.


Known issues:

-Depending on your system there might by noticeable lag whenever the game changes soundtrack layer. This will get resolved.

-There might still be issues with boarding states not resolving correctly.

-Weapon balance might still be very wonky.

-Some inputs are enabled while inventory pausing.


Stuff still to be added:

-There is going to be some more intro stuff happening when launching first runs etc.

-Resistance radio is going to contextualize Swirl W@tch some more while at base.

-Late game "ending" mission.

-Credits sequence.

-Ship mods

-Stats screen to keep track of tech levels etc.

If I don't run out of time:

-Wildlife that creates non-hostile unknown contacts and has other interactions

-Alternate versions for zone 3 and upwards

-A ton of additional gear

Files

Swirl Watch Alpha 2 Windows.zip 655 MB
Dec 24, 2022

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