Thread: Outpost: Infinity Siege - Wild and spectacular genre mash up

regawdless

hare-assment
 
Platforms
  1. PC
I'm following the devs for quite some time now on Twitter. It's an epic base defense game, very interested in the final product. Drops Feb 2024.



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Epic new trailer dropped and the release pushed back to March 26.




That looks so cool, curious what performance will look like when all hell breaks loose.

Also, a trailer that's full of gameplay and at the end, they put the cherry on top to get my purchase.
 
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Article:
How expansive are the systems that will drive the game's outpost building mechanics? How much freedom will the game afford to players in terms of what kind of outpost they want to build, and how they want to build it?

The growth of the outpost is designed around the keyword "firepower," ultimately leading to the creation of one's own firepower fortress, then enjoying the "epic view" of it unleashing barrages against hordes of enemies.

Continuously building and evolving the outpost to face enemies in one's preferred style, whether it be a "land cruiser," a "wedge fortress," a "depth of science artillery array," or simply "a wall crammed with cannons."

We have hundreds of outpost components, various interesting and powerful weapons and equipment, along with parts designed for assistance/support/expanding resource limits, as well as various types of defensive structure components. There are a plethora of choices and room for creativity, along with consideration for the most appropriate placement of components.

Ultimately, we hope players can recreate classic scenes from popular sci-fi movies and games through building their own outposts, bringing those memorable moments to life.

What shape will the game's progression and customization mechanics take outside of outpost building?

All our growth is aimed at enabling players to challenge higher difficulties and confront more exaggerated enemies. In the game, you will be the commander of an organization, capable of expanding your organization (a massive underground base), recruiting and training team members, embarking on explorations, or dispatching them on missions.

Additionally, there's a rich research system offering a variety of combat and exploration methods, either by providing powerful weapons or cool appearances.

Moreover, we have XEN gun (Xenium Extension Nucleus, a new metal element in Outpost's worldview), which allows you to collect a wide range of XEN. These can be combined like magical elements and fired from the gun. Constantly experimenting with combinations, you can create a "magic wand" When playing with friends, you can take this gun to show off to them.

What are the biggest ways that the XEN Firearm will define Outpost: Infinity Siege's moment-to-moment gameplay loop?

Like in any FPS game, the primary combat method for players is shooting with guns. However, the "XEN Gun" is far more than just that.

It's a customized gun system that allows for free assembly. Throughout the game, you can pick up "weapon attachments" and "XEN modules." Players can modify their guns at any time. Weapon attachments might alter the gun's parameters, such as recoil and shot spread, while "solvents" can significantly change the nature of the bullets fired. You can assemble common real-life firearms (such as submachine guns, assault rifles, sniper rifles, shotguns, etc.) as well as more imaginative and fantastical weapons, including splitting shares, flamethrowers, bounce pads, gravity fields, repair beams, and more.

The game's numerous enemies serve as the perfect testing ground for your weapons: you can assemble the most powerful firearms or use gravity fields to gather enemies together, then annihilate them with the help of your outpost's firepower. Beyond combat, you can assemble a "support gun" to shoot at outpost components to provide buffs or perform repairs.

Outpost: Infinity Siege does have co-op options, but are there any plans to maybe also add PvP multiplayer down the line? Given its unique blend of genres, I imagine something like that would take quite a bit of time to nail down.

We do not have plans for creating PvP modes, as PvE is our focus and where we dedicate all our efforts. We hope to keep it pure and allow players to enjoy the process of gradually developing their outpost.

However, we have experimented with PvP gameplay in the past and obtained some very exciting ideas and results. We might try implementing these in the future, but our main goal will always be to provide fun rather than competitive gameplay.

What can you tell us about your post-launch plans for the game? Do you have any new content or gameplay features that you're looking to add after the game has released?

Our game has a lot of room for expansion, including components, levels, monsters, equipment, characters, and game modes. Of course, our first step will be to adjust the game's balance, performance, and mechanics based on player feedback.

Do you have any plans to also bring the game to consoles?

We have integrated FPS and RTS gameplay styles, allowing players to seamlessly switch between them. Initially, we did not consider the controller environment, and the operation and key assignment pose a significant challenge. If there is a high demand from players, we will consider it.
 

Article:
How expansive are the systems that will drive the game's outpost building mechanics? How much freedom will the game afford to players in terms of what kind of outpost they want to build, and how they want to build it?

The growth of the outpost is designed around the keyword "firepower," ultimately leading to the creation of one's own firepower fortress, then enjoying the "epic view" of it unleashing barrages against hordes of enemies.

Continuously building and evolving the outpost to face enemies in one's preferred style, whether it be a "land cruiser," a "wedge fortress," a "depth of science artillery array," or simply "a wall crammed with cannons."

We have hundreds of outpost components, various interesting and powerful weapons and equipment, along with parts designed for assistance/support/expanding resource limits, as well as various types of defensive structure components. There are a plethora of choices and room for creativity, along with consideration for the most appropriate placement of components.

Ultimately, we hope players can recreate classic scenes from popular sci-fi movies and games through building their own outposts, bringing those memorable moments to life.

What shape will the game's progression and customization mechanics take outside of outpost building?

All our growth is aimed at enabling players to challenge higher difficulties and confront more exaggerated enemies. In the game, you will be the commander of an organization, capable of expanding your organization (a massive underground base), recruiting and training team members, embarking on explorations, or dispatching them on missions.

Additionally, there's a rich research system offering a variety of combat and exploration methods, either by providing powerful weapons or cool appearances.

Moreover, we have XEN gun (Xenium Extension Nucleus, a new metal element in Outpost's worldview), which allows you to collect a wide range of XEN. These can be combined like magical elements and fired from the gun. Constantly experimenting with combinations, you can create a "magic wand" When playing with friends, you can take this gun to show off to them.

What are the biggest ways that the XEN Firearm will define Outpost: Infinity Siege's moment-to-moment gameplay loop?

Like in any FPS game, the primary combat method for players is shooting with guns. However, the "XEN Gun" is far more than just that.

It's a customized gun system that allows for free assembly. Throughout the game, you can pick up "weapon attachments" and "XEN modules." Players can modify their guns at any time. Weapon attachments might alter the gun's parameters, such as recoil and shot spread, while "solvents" can significantly change the nature of the bullets fired. You can assemble common real-life firearms (such as submachine guns, assault rifles, sniper rifles, shotguns, etc.) as well as more imaginative and fantastical weapons, including splitting shares, flamethrowers, bounce pads, gravity fields, repair beams, and more.

The game's numerous enemies serve as the perfect testing ground for your weapons: you can assemble the most powerful firearms or use gravity fields to gather enemies together, then annihilate them with the help of your outpost's firepower. Beyond combat, you can assemble a "support gun" to shoot at outpost components to provide buffs or perform repairs.

Outpost: Infinity Siege does have co-op options, but are there any plans to maybe also add PvP multiplayer down the line? Given its unique blend of genres, I imagine something like that would take quite a bit of time to nail down.

We do not have plans for creating PvP modes, as PvE is our focus and where we dedicate all our efforts. We hope to keep it pure and allow players to enjoy the process of gradually developing their outpost.

However, we have experimented with PvP gameplay in the past and obtained some very exciting ideas and results. We might try implementing these in the future, but our main goal will always be to provide fun rather than competitive gameplay.

What can you tell us about your post-launch plans for the game? Do you have any new content or gameplay features that you're looking to add after the game has released?

Our game has a lot of room for expansion, including components, levels, monsters, equipment, characters, and game modes. Of course, our first step will be to adjust the game's balance, performance, and mechanics based on player feedback.

Do you have any plans to also bring the game to consoles?

We have integrated FPS and RTS gameplay styles, allowing players to seamlessly switch between them. Initially, we did not consider the controller environment, and the operation and key assignment pose a significant challenge. If there is a high demand from players, we will consider it.


I won't be able to play it day one, but I'll day one this game to support the devs. Followed the development over the years, they're great and non woke, gotta support that.
 
Game had a very rough launch, clearly wasn't finished and still isn't. Feels like an Early Access game. The devs though, dropping regular HUGE patches that fix tons of issues, so they're committed and working hard on the game.

I bought it and won't refund, will patiently wait for them to improve it further. Steam reviews were bad but improved significantly, reviews from the last 30 days are at 73% and improving.