Time for our weekly status write up. We will divide it into the different areas we are focusing on right now:
We currently have a internal rough version of the coop game mode where we try to remove CTD’s and game breakers. This is to allow external testers to focus on functionality, difficulty and fun level rather than crashes.
How it looks like? Well at the moment it mostly looks like a single player game with twice the amount of characters. We have added some notes of how we are going to get adjust the user interface.
The coop release plan as it stands right now (still subject of change) is:
End of August – External testing of the coop core mechanics is started (number of testers will be increased to reach sufficient numbers beginning of September.
Beginning of September – build iterations of the coop game play will be published on the coop beta until we (based on test feedback) deem it good enough for release.
Release - exact release date is determined by the tests in above post, and when Steam have an available slot.
Since we with the main release created a solid base for the RPG experience to stand on the updates that comes around the time for the co-op (prior, during and directly after) will be more dungeon crawler oriented to better cater for the coop release.
This means that we will focus on more weapons, items and ways to customize them. We are also planning rather extensive overhauls of how abilities are distributed to the classes where randomness (and more important, more abilities) will be added.
Enemies also need an overhaul – we will add new behaviors to the enemies (and new types such as spawners)
The work on the Mac release of Krater has now started and it is proceeding according to plans. The delay we are experiencing are due to the fact that the PC-post release support took more resources than initially planned for. We will give you an more exact release date once we have a better picture of the work and any difficulties we might encounter.
/The Fatshark team