DISTILLING…
DISTILLING…
15 entries in codex
v0.1.3 - Minor UpdateThis update improves text readability for Simplified Chinese, Japanese, and Korean players, adds Steam Cloud support, and includes several smaller content and balance changes.AddedAdded Steam Cloud support for save file…
In the previous post, I covered what Drone Sector includes at its Early Access launch. This time, I want to look further ahead and share my current plans for the game.This roadmap is not a fixed production schedule. Priorities may change ba…
v0.1.2 - HotfixThis hotfix addresses several objective detection issues and makes additional early-game balance adjustments.FixedImproved unit detection within capture and extraction zones.Improved collision around river bridges to reduce u…
v0.1.1 - Launch HotfixThis is a small launch-day hotfix addressing early balance and localization issues.BalanceIncreased Warhead Materials rewards from several objectives.Increased infantry movement speeds.FixedFixed an issue with resource…
Drone Sector launches into Early Access on July 21.I wanted to make this post mostly as a practical overview of what will be included in the Early Access version at launch. The demo showed the core shooting and battlefield support gameplay,…
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Demo MissionThe new demo has a more focused mission structure, built around the new player experience.Instead of opening with the full weapon and ammo selection systems, the demo gives a pre-defined loadout and puts the focus on the in-miss…
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Vehicle Avoidance SystemFor a while, one major issue with vehicles was that they could drive full speed into each other and get stuck.The problem was fairly simple: vehicles were not really aware of each other.Static map geometry is easier …
Tracked VehiclesWhen I started building vehicles for Drone Sector, I assumed tanks would be easier to implement compared to wheeled vehicles. Mainly because their AI doesn’t need to worry about turning radius. Tanks can rotate in place.In p…
OverviewThis is the first demo update since late October. The most noticeable changes are with thermal vision contrast, HUD readability and the new map. Beyond that the game might look similar, but it should play a lot better. Clearer objec…
New gunship design (XAQ-1B “Blackout”)Work on the new gunship design started in late November 2025. MicroProse is helping with art, but the broad direction and constraints were on me. I wanted it to feel futuristic, but still semi-feasible.…
Anti-AirI got another iteration of the enemy AA gameplay loop done. Instead of only mobile SAMs, there are now also flak guns. They’re less precise, but apply more consistent pressure.AA without countermeasures would be boring, so I added t…
Mission Pre-planningI worked on the mission loading systems to give more control over how missions are generated. The most visible part is the ability to pick a spawn point for ground troops. Later this system should also provide hints abou…
Weapon Ammo SplitFor a while now I have been wanting to add finer control over the weapons. I didn’t go full sandbox, but the new setup adds plenty of flexibility.Previously, each weapon had multiple versions based on what ammo it used. Now…
Enemies in SquadsUntil now, enemies acted alone, based only on what they themselves knew. Player spotting messages were the only exception. This often led to enemies walking toward player positions with little concern for survival.I always …
MicroProse is now publishing Drone Sector and providing support that goes far beyond marketing. They are contributing art assets, voice acting and other production work, which allows me to focus on gameplay, features and polish.I remain the…
Two years of development
■ substantial ■ routine
15 announcements · 2 substantial · 13 months with nothing