So as many of you know, we ran a Kickstarter last year at the same time as running our greenlight campaign. Greenlight was a massive success, whereas we had to cancel our Kickstarter as it didn’t reach the funding goal - but to everyone who did back us, thank you for showing your support. We received quite a bit of feedback during our live demo, much of it positive and some negative yet very constructive.

We took a little time off to recuperate and reflect on what we wanted to achieve with Antraxx, and on returning to development we realized that the game was not in a state we were happy with both functionally and what we had planned. Our demo was cool, but in reality it was just a prototype to see what people thought of the overall idea and most people didn’t seem to like the “mmo” aspect that we had planned. There was also a lot of requests for a single player campaign as well as some multiplayer mode. Some were concerned that if the game was only multi player then the community would be non-existent or die out quickly after launch, and for a small indie team that would be a very difficult thing to prove wrong. I even had people tell me that they didn’t like the game because it was browser based, by doing so we thought that we’d be able to provide the game to more people but there seems to be a stigma associated with browser games and it also comes with many other cross-platform issues of its own.

We debated all of these ideas between ourselves and finally settled on a solid direction that we love, and think you will too. For about a year we’ve been working on a new engine that will support a fully destructible open world (to say the least), written in C++/OpenGL targeting Windows, Mac and Linux.

We will have a single player mode now which is our initial primary focus, it will be an isometric action rpg similar to that of Diablo or the original Fallout with a few twists of our own. Our multiplayer mode will not vary much from what was originally planned, however players will now be able to host their own dedicated servers instead of relying entirely on us. More info on this soon, but for now we are focusing on building a solid foundation.

You may have also noticed our new website and forum. Here you can catch up with development updates, talk with the devs, suggest features, share your own game’s progress if you are a developer or just get to know those mech pilots you’ll be blowing up in the future ;)

We will have some proper screenshots and videos to show soon, in the meantime here are some WIP images we have been posting in our discord server.

New art concepts:

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New engine lighting tests (sorry for bad GIF compression quality):

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