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Look back at 0.25, look ahead at 0.26


NQ-Deckard

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The three-part devblog series we published in April, “The Future of Dual Universe”, addressed the cost of doing business and our plans for the ramp-up to launch. We took the first steps in delivering on those changes in May with the incremental 0.25 updates, adding more gameplay content and improving both performance and visuals.

 

Our 0.25 updates brought players:  

  • Voxel compression 
  • Constructs LOD 
  • Hauling Missions
  • The Job Forum
  • The first of a series of Challenges
  • The integration of PopcornFX for visual effects
  • And, of course, many bug fixes and additional improvements

 

If you haven’t had time yet to check out these changes, we released some videos showcasing them. Watch this video for a closer look and missions and challenges and this first look at the new visual effects

 

About the latter, It was fun to watch the real-time reactions from our Twitch streamer community as they saw the changes for the first time. 

 

Now that 0.25 is wrapped up, development is underway for our next big milestone. Codenamed Apollo, the update centers around the first phase of a major mining revamp. The addition of asteroids will provide rare and precious ore, which in turn will create opportunities for conflict as the hunters become the hunted. To that end, PVP will receive a first wave of balancing changes and the introduction of shields. Keep an eye out for devblogs on these topics! 

 

In the meanwhile, we’d like to invite you to post your follow-up questions about the changes we introduced in 0.25 in this thread. In turn, we’ll take the best questions for an upcoming Q&A. Your insights and constructive feedback go a long way not only in helping us identify any lingering issues that should be addressed but are also helpful in how we can make things better in future updates. 
 

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