Osiris: New Dawn - Beta Update #5 Progress

Work-in-progress gameplay showing throwing and new equipment features.

We’re now pulling everything together and starting on Multiplayer Mission gameplay, which is a new mode that we’ve been working on that brings together all of the gameplay features in a meaningful way.

If you head over to our Roadmap, you’ll see that we’re largely complete with the Repair and Power Systems. We’ve also added more Droids and many more Indigenous Creatures, all while rewriting , optimizing, and cleaning up the Crafting System, Object System, Interact System, and Inventory System.

Essentially, we’ve rewritten much of the game in this update to allow for improved interactions, deeper crafting, more immersive interactions, and more visual inventory - all while improving frame rate and optimizing Resource Loading and Texture Memory.

We’re now pulling everything together and starting on Multiplayer Mission gameplay, which is a new mode that we’ve been working on that brings together all of the gameplay features in a meaningful way.

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Forge

All Utilities are far more functional, with 3D object interfaces, and more crafting capabilities.

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Chem Station

Now has controls, inputs and fully functions - no longer just a UI button swap interface.

The Problems With Sandbox

During our Early Access journey, we’ve found that making a true Sandbox can work for games that have a known environment type, as such as the extreme cold in Long Dark, the underwater in Subnautica, or being stranded on an island full of dinosaurs as in Ark: Survival Evolved. In these games, the player already has a solid understanding of how fragile they are and what they can and cannot expect in their environment. Because of this, the designer does not need to communicate as much to the player since so much environment understanding is “built in”.

As a space exploration game, this has created challenges for Osiris: New Dawn. Historically, mainstream modern sci fi games  (going back to mid 90’s) do not concern themselves with the delicacies of true space exploration such as suit oxygen, suit pressure, and the fact that anything can go horribly wrong. Instead, most sci fi games have focused on the opposite: guns, ammo, impossibly strong suits, tons of aliens to shoot, etc. These types of design decisions focus on making the player feel powerful, opposed to making the player feel vulnerable.

There has been a number of movies that have illustrated the dangers of space extremely well, such as Gravity, The Martian, Mission To Mars, Apollo 13, Europa Report, and most recently, First Man. These movies showcase these dangers extremely well and are huge sources of inspiration for us as we attempt to tackle all the intricacies to actually simulate these dangers while also giving the player options to survive or even reverse each crisis.

This has taught us a couple of things: First, we need to communicate the depths of the game, its environment, its dangers, and possible strategies better. Two, we need to ensure you have multiple paths to success, while at the same time, keeping the pressure of failure constantly lingering over your head. This is where a true Sandbox style gameplay starts to break down for the current live version Osiris: New Dawn. Since the player doesn’t know what the dangers are until they occur, players can get confused or frustrated when something catastrophic does happen. Trial and Error is one of the least successful design styles, being that it requires failure first in order to succeed - we naturally want to navigate around this.

This is where the Beta Updates have come in. Laying the groundwork for true interplanetary space travel, a real compass and radar system, lifeform discovery, and the groundwork for a Mission System. These are large, challenging, and base level tasks, that have forced us to rewrite and clean up much of the game, allowing for more player choice, more player knowledge about their environment, and will eventually give hints or strategy to overcome obstacles.

As we continue on finishing features and going into level/progression design, we’re looking at more ways to showcase features of the game in the most meaningful ways possible without overloading the player with too much information, or confusing UI. Although we want Osiris:New Dawn to be a Hard Science Fiction project, we still want it to be accessible and intuitive, while at the same time being very deep. We’re working hard on finding ways to reward exploration and playful problem solving not only in the environment but in the building and crafting system itself.
Emergence is our holy grail.

With all that said, We’re proud to announce we are inching ever closer to completing Osiris: New Dawn. Beta Update #5 will likely be the update that goes to the Main Branch and we will likely have one or two smaller updates before the game properly goes to full release.

Best regards,

Brian

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Dynaprint

A new large output 3D printer capable of advanced fabrication.