As promised in our announcement earlier this week
, we want to share an overview of our current plans for the continued development of Entropy. As with everything we do on this project, we want and value your feedback, so please join in the community discussions and share your opinions with us.
There are several caveats we should make before getting to the good stuff:
- Our development priorities can and will change according to a lot of different factors, one of the most important being the feedback and input from you, our Early Access players
- As such, everything here should be considered 'provisional'. Even after being implemented, a new feature or game system might be revised or even removed, according to how well we and our Early Access players feel it's working
- Similarly, this is not a complete or comprehensive list of everything we're working on or the exact order in which we plan to work on them - it's intended to highlight some of the things that we're most excited about, feel are most important, or have generated frequent questions and interest from our players
In order to help give you an idea of our current priorities, we've divided things into several categories - Ongoing, Up Next, and Further Out. As development continues and priorities change, we will look to provide up to date roadmaps at regular intervals.
These are things that we will be continuing to work on throughout the development of the game, in addition to adding new features and game systems:
- Bug fixes
- Performance improvements
- Balance adjustments and tuning
- Improvements and revisions to existing features and GUI
While not perhaps as 'exciting' as new features and game systems, these elements are all very important to making Entropy a great game - and are all areas where the testing, feedback and suggestions from our Early Access players is incredibly valuable.
These are some of the new features and game systems that we are currently planning to focus on over the next few months:
MAJOR GAME SYSTEMS
- Missions - new mission types, starting with missions to deliver freight or passengers, intended primarily to provide a source of XP and reliable income for 'trader' players
- Sensors and Detection - new sensor and detection mechanics for the System Map, intended to introduce additional tactical gameplay on the System Map and make travel and exploration more interesting and engaging
- System Map Abilities - new and modified Abilities that can be used on the System Map, many of which will interact with the Sensor and Detection mechanics above
- Faults - new 'item decay' system, intended to add long term consequences to heavy combat damage and defeat, and to ensure ongoing demand for new ships and modules from player crafters, as existing ones start to become too expensive to repair
- New Ships - three new ships; one of each Type (Patrol, Explorer and Merchant)
- Faction Conflict - new game system that will allow players to take an active role in the competition between the 'big three' megacorporations for the contracts to administer the Frontier (yellow) systems in the new Confederation. Intended to make the game world more dynamic and to provide a structure and framework for PvP gameplay on a larger scale, at both an economic and tactical level
- Crafting - new game system that will allow players to manufacture a wide variety of items from raw Resources, up to and including starships. Will be accompanied by changes to the current NPC-driven economy, with the eventual goal of the entire in-game economy becoming largely player-driven, with little or no 'NPC supply' of items. (This is a large and complex addition to the game, and so may be implemented in phases rather than all at once)
These are some of the features and game systems that we are planning to introduce in the future:
- Cartel Bases/Stations - ability for Cartels to construct bases and/or stations (probably focussed on Wilderness systems, allowing Cartels to take a primary role in the rebuilding of the Confederation)
- Cartel Conflict - game systems to allow Cartels to compete for control of constructed bases or stations (probably based on similar mechanics to the Faction Conflict system)
- New Threats - additional types and forms of NPC opponents, events and other threats and opportunities for players to encounter
As always, we welcome your feedback, comments and ideas. So tell us what you think, what you like, what you don’t, and we will look forward to delivering on these ideas over the coming months.