February Dev Recap

FRI, February 28, 2025
Attention, troopers! It's time to wrap up the month and share updates on Entropia's development.

Video Format

You can now follow Entropia's development progress in video format! Moving forward, we plan to expand this into something like developer diaries, complete with voiceovers for everything you're reading right now, making it more convenient for you.

Maps, Graphics, Style, Destructibility

Preparing for the Pre-Alpha test, we continue improving the visuals.

Until now, the maps looked primitive and flat. We've worked on lighting, textures, and shaders, and we're gradually filling the maps with models.

The Plastic Beach map is already in an acceptable state for this stage, so we're shifting focus to Zavod and Dam. You'll see them very soon!
At the end of January, we mentioned that the updated destruction system would likely not make it into the Pre-Alpha. However, we can now confidently say that we’ve managed to add the first version of deep destruction!

Walls now consist of multiple layers with different durability and thickness. Bullets first chip away the plaster before breaking the concrete. Brick walls gradually crumble into individual bricks. Wall thickness and material affect bullet penetration, but this system is still a work in progress, issues with damage calculation and incorrect destruction may (and likely will) occur. We’ll be addressing these in future updates.

Earlier this month, we shared a video demonstrating the new destruction system (with increased damage for showcase purposes). Thanks to you, it gained a lot of traction and even made it into recommendations! Tactical FPS reviewer Tactigamer covered Entropia on X, introducing thousands of new players to the game. As a result, the U.S. is now the second-largest region for wishlists after Russia!

Huge thanks to all of you!

Effects

We dedicated a lot of attention this month to visual and sound effects.

Muzzle flashes have been completely reworked and now vary based on the weapon type and muzzle device—fire bursts, sparks, and smoke.

We’ve also finally added impact effects for different surfaces. Concrete and dirt kick up thick dust clouds, metal sparks on impact, and sand now pours out of sandbags and Hesco Bastion barriers when hit.

Character hit effects have been refined as well: small-caliber shots will only tear fabric, while high-damage hits will result in blood splatter. The effects also differ depending on whether a shot hits the body directly or armor if it's equipped.

You may have noticed that bullets don’t yet leave marks on surfaces (bullet holes, dents, or chips). Don’t worry, those still need to be created and will be added!

Models

This month, we updated the AssaultersЖ Recker and Caesar, as well as the Heavy gunner, Bars, whom you’ll see in the upcoming trailer. Now, the characters look far more refined and authentic.

Their models have been almost entirely reworked to better match human anatomy and real-world gear prototypes. All proportions have been corrected, thanks in part to your feedback! Textures have been overhauled and made more detailed, with colors adjusted for better accuracy.
We’ve finished work on the models for T-80B, T-80BV, T-80BVM, T-80UB, Abrams M1A2, and Abrams M1A2 SEP tanks, as well as HMMWV M1151 and M1152 vehicles.

For now, they’ll serve as part of the battlefield’s atmosphere, but who knows, maybe one day their iron hearts will start beating, and they’ll come to life.

Preparing for the Pre-Alpha

At the end of the month, we conducted an internal test of full-fledged multiplayer sessions with the updated destruction system and partially improved visuals.

The biggest challenge remains supporting matches with a large number of players. Since we don’t have dedicated servers yet, we’re hosting network matches on our own PCs while playing at the same time. Session stability varies from nearly perfect to completely unplayable, depending on luck.

To avoid relying on “maybe it’ll work”, normal multiplayer matches in the Combat mode won’t be available at the start of the Pre-Alpha test. Instead, we’ll introduce an offline shooting range, and we’re currently assembling a few CQB arenas for smaller-scale PvP matches. This way, you’ll be able to experience not just mechanics and destruction in a shooting range, but also PvP action, even without dedicated servers.
In the future, when we can afford server rentals, this issue should resolve itself.

For now, while the developers continue refining the Pre-Alpha build, polishing interface logic and character movement, the art team is hard at work on the trailer. We aim to finish it in the coming weeks and officially announce the start of Pre-Alpha testing by the end of March.

We’re just as excited as you are!

Thanks!

We thought it would be a great idea to show appreciation to community members whose feedback directly helped improve the game. So, big thanks to:
WalterMeister, Gold VizeR, and Requber!
Thanks for staying with us—talk soon!
— Max Ulman & June Folks