Finishing up the game + extras


Through sickness and technical issues we are finally approaching the end of Risk System's development.  All main game content is completed. What's left to do is polish up newer assets, catch any remaining bugs, and integrate the newly designed start menu whilst porting into a newer engine. Porting has thankfully been a smooth process though there are some changes to the pause functionality that need to be handled differently but so far, that's been the worst of it. 

The digital artbook is coming together and will likely be available on release day as well. Those that already pre-ordered the game at in person events will be getting this artbook and the soundtrack for free as both a show of appreciation and an apology for our initial release target being several months off.

Some new features that have made it into the game:

1.) Destroying enemy waves quickly will allow you to advance through the level faster. This is most noticeable on missions with with less densely packed formations. This can results in several minutes of shaved off time in speed runs. Speaking of...

2.) A mission timer, this can be set to 2 separate modes. One mode times individual missions and the other can be used to time game completion. These are optional features speed runners may take advantage of if they like and can be turned on in the options menu.

3.) Added additional maneuver and offense combination nuances to add a slight DPS increase for those who discover and utilize them. 

Trailers and new media incoming soon.

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