After some final little features and testing today, then proper packaging and release prep tomorrow, this Thursday we should have our first
content-heavy release. Not that there's a lack of content already, but in all these alphas we've yet to move into true branch map territory, while only adding a few extra robots and parts. Waste and Garrisons are new maps, but I consider them "special areas" rather than proper branches.
So the core of Alpha 5 is three new maps that are quite different from what you've seen so far, and could lead to some new play styles while also giving access to more of the story and NPCs.
There are also some other mechanical changes as well, including a few things that can impact the entire experience from beginning to end (kinda nice to have this kind of thing as well to keep it all interesting!). The release notes will go into more detail on that.
We won't be seeing any of the major mechanics overhauls we've been discussing (propulsion, hacking, etc.), but I'm thinking Alpha 6 might only have one new map--the fourth small one I didn't have time to put together for this next release, and instead make a dedicated effort to tackle some of the long-standing system modifications and medium-sized feature tweaks that have been piling up over the months.
Below is a collection of some of the more showable features ready for Alpha 5:Firing overloaded weapons distorts your HUD, where the degree of distortion depends on the power of the weapon.
If you see this machine you can consider blowing it up. There might be consequences. (gif recorded in my testing area--not its natural environment!)
Onward to... somewhere!
Be the tank you always wanted to be. Fire bigger volleys than ever and get away with it.
It's dance time! Watch out for these guys...
(There's some cool plot stuff going on, and new areas, but I'm not into spoiling things, you'll just have to find out )