NEWS

Armor Attack: Development Update

Hi,

This is the Armor Attack team, and it’s the end of May 2024. That means that it’s been a year since our last major blog update, and it’s time to check in our progress against the plan.

Part 1: Year 2 overview

During the second year, we planned to deliver the following features:

  • Account progression system.
  • Unit and weapon progression system.
  • Maps and modes.
  • New units and weapons.
  • Matchmaking.
  • Squads.

 

 

Account progression

As promised, the account progression system is based on the evolution of threehangars, one for each faction. You level up by successfully completing quests, unlocking new battle machines and weapons along the way. Currently, a basic set of quests is available, but we plan to expand and diversify them in the future.

Unit and weapon progression

Once new units and weapons are unlocked, you can upgrade them through talent branches, as we previously mentioned. The current progression structure is not final, and we aim to make the experience more rewarding when you fully upgrade something.. Same for specific perks and improvements, we have plenty of room to explore alternative arrangements. We are testing these features with you to determine the best direction for future development.

Our core vision remains unchanged,we aim to create a system that allows you to quickly and comfortably combine different types of units, weapons, and their upgrades to build a diverse roster for every type of battle, rather than focusing on customizing a perfect battle machine.

Maps and modes

We’ve added a new map, Shipyard, which differs significantly from the previous one with its point of interest mechanic, landscape and battle tactics. We significantly changed the Bastion Terminal map, reworked the Boss mechanic and its look from scratch, added main building destruction that opens a new tactical corridor. Both maps still require a lot of work, we made important changes based on your feedback but there is a lack of details that make maps more interesting, optimised and beautiful.

We still have no details on new modes but we really want to share them as soon as possible!

New units and weapons

Out of the six new units we’ve introduced, three are already playable: Jagger, Paladin and Genesis. We’re actively developing the remaining three, with previews of two already available on our social channels: https://x.com/armorattack/status/1778437727039508926 and https://x.com/armorattack/status/1773730874980291035 . These units serve as support classes for Bastion and Empyreals. As for the third unit, its details will remain a secret for now.

During the development of new units, we also completely changed the visual design of the Hermit faction, their passive ability and part of their unit abilities. And more to come, we made a step forward in a variety of unit controls. In the near future, you’ll witness new movement systems for Hoplite and Jagger. Our goal is to add more differentiation factors to each type of battle machine, ensuring they have a greater impact on gameplay.

Part 2: Our next steps

Our primary objective is to move to the beta stage, enabling you to start your gaming journey without fear of losing progress and allowing you to engage with more real players.

To achieve this, we need to improve base gameplay mechanics, stabilise technical side of things for different types of devices, add more weapons and some general features that sometimes are not very visible but complete the puzzle.

Let’s share some details.

Aiming

Both our team and our players have expressed some concerns about our aiming system. Instances of target flips, sometimes it may choose an enemy on the other side of the map and change the outcome of this fight dramatically.

To address this, we’re improving our auto-aiming system to be more intelligent. It will prioritise a larger number of targets in its line of sight and be more responsive to manual targeting.

Additionally, we are going to deliver the long-awaited manual target lock. After the auto-aiming system chooses the opponent, you can press the button so you can focus on a target you prefer. A sneak peak of this system:

Technical side improvements

In the latest test version, you’ll notice the game’s minimal graphics level, which we achieved during another optimization sprint. Despite this accomplishment, we’re still addressing numerous small details to further improve optimization overall and unlock the level of graphics that you could see previously for the owners of high-end devices. Now everyone will be able to choose what graphic settings they want.

Weapons

We’re set to unlock three weapons at the same moment: some serious and old-school triple-barrel gun for Bastions; Empyreal’s laser weapon for those who prefer to focus on someone and roast them; and a massive revolver for Hermits.

 

Part 3: what we plan to do during Beta

In addition to the above, we’re also focusing on important content that will be released during Beta:

New map

We’ve already teased concept art of the third map: https://x.com/armorattack/status/1784233286132232682 , and yes, this map will introduce a canyon environment to our world. Our most loyal fans could recall that we had canyon concepts in our very first posts together with Bastion Terminal. Back then we already had our first prototype of the map’s level design. But it was too early for the canyon. After our main developments Shipyard we have decided to continue working on a canyon-looking map. The same way as for other maps we have a unique map mechanic: you can convey a drone to the enemy’s base to steal some victory points!

New units

As mentioned earlier, we’ve introduced two of the three upcoming new units, each representing a different faction. Our primary objective before the game’s release is to have a starting lineup of classes that will allow the game to fully unfold and begin to align with its original design. At the same time, we are starting to design the next set of units, and there’s a possibility that we’ll be discussing our ideas with you on Discord as soon as they arise.

Leagues

To immediately build matchmaking around player skills and ensure a comfortable gaming experience depending on your preference—whether you want to play more casually or always be at the forefront of the community—we will introduce leagues during the beta stage. There’s no rocket science behind leagues; you are probably familiar with this system: the more victories you achieve, the more points you earn. Upon accumulating a certain number of points, you move up in the league. Then you transition to the next league and encounter new opponents. This approach aims to foster fairness for both you and your opponents.

Part 4: Armor Attack Beta

Yes, the Beta is almost upon us. We’ve chosen to start it earlier to grant us more time for refinements before the game’s release.

How we move into Beta

The transition to beta will happen gradually over the coming months. The first stage will be the opening of the Android pre-beta version for Latin American countries (excluding Brazil) and Thailand, with the game available for download from Google Play. In the first half of the summer, the pre-beta will extend to iOS, including all Latin American countries and select areas in the Asian region. By the end of the summer, we aim to launch the full beta for all Android users worldwide and for new countries on iOS (specific countries will be announced later). Following this, all countries will have access on iOS, and the PC beta will open simultaneously in all regions.
We’re gradually opening regions and platforms to ensure the game’s stability in specific countries and on specific devices, while also maintaining a stable flow of players for PvP matches.

 

What will happen to the closed testing?

The upcoming alpha update, scheduled for release in June-July this year, will be the final one. This version will be accessible on all platforms and in all regions, allowing you to test it until your region and/or device type is opened in the pre-beta or beta.
The upcoming alpha update will include changes to the targeting system, introduce new weapons, and other quality improvements described in the second part of this blog. Additionally, we will also speed up your progress in the alpha by providing a starter currency pack.
Transitioning to the beta will eliminate the need to download separate game files and allow for automatic updates, as well as preserving your progress from version to version. Once the beta is open to everyone, we will maintain a closed testing process for the most active community members, where they can test the most experimental versions of the game and influence the development of new updates at very early stages.

We’re here to address any questions you have on DiscordFacebook, or Twitter. Additionally, we’ll keep you updated on our development progress through these platforms.