Features we are currently working on, and plan to release soon
Currently, ships will often jolt forwards and backwards when crossing invisible boundaries in the world, throwing players off. This work will smooth out these transitions more.
Bringing alliances, including alliance chat and member management, in-game; players will display Alliance name underneath their own.
Moving to a better, more reliable backend that will allow us to fix the various bugs with the Crew system.
UI improvements to the hotbar
- Adding Inventory menu to hotbar
- Adding Social menu to hotbar, moving Crew to Social menu
- Adding Alliance tabs to Social menu
- Visual improvements to hotbar
Releasing a test server that will have in-development versions of the game; available to all Founders and Early Access players.
To dynamically and procedurally increase the reward for finding chests that haven't been looted recently.
- Additional tutorial steps after learning Shipbuilding
- Reworking UI screens to be more intuitive
- Rework the entire starting flow
- Codex entries for scanned/learned objects, explaining how they work
A relatively safe zone where all new characters start the game. Here players will go through the the revamped New Player Onboarding, learning how the grappling hook and character movement work, as well as how salvaging, crafting, scanning, and Knowledge works. Upon completion, players pass through a one-way exit to a Wilderness zone, where pistols become accessible and shipbuilding becomes possible. More here: https://www.worldsadrift.com/tech-tuesday/tech-tuesday-tier-what-now/
- Cannon Overheat rebalancing
- Metal stats and rarities rebalancing
- Wood and wooden stats balancing
To combat attackers having no consequences when attacking others' ships, revivers get a charge that partially depletes if player revives from distance; reviving when the charge is empty sends a damage shockwave across the whole ship. Docking the ship on an island refills the charge. This is waiting on fixing unfair deaths, in order to not punish non-attackers.
Non-interactive tables, shelves, etc., and interactive chairs players can sit in. Does not include beds - to come at a later time.
Lootable atlas compass crafted by people long ago. Following the compass will lead to caches of exclusive treasure not in any other loot tables.
Lots more recipes! Some of which results in food that give temporary buffs when eaten.
Features we're preparing to work on, tentatively for the next calendar quarter
Implementing the multiplayer side of Island Creator turrets, to bring them in-game.
Implement these nonfunctional stats.
The old Emblem Creator on the website will be rebuilt in-game.
Alliance Emblems can be applied to in-game objects to demonstrate player Alliance membership.
Craftable tracking/pointing device.
Alliances can claim islands; with enough islands controlled, entire zones will belong to the Alliance. Contesting a territory requires attacking on foot as well as ship combat.
To prevent glitching or exploiting through the walls, and to present a danger to the player herself, not just the ship.
Using the overheat mechanic to discourage stacking engines and cannons too closely.
Glider becomes unstable after a little while to prevent long distance gliding, but will also be un-nerfed for short range gliding.
Variants of objects (e.g., all birch trees) only need to be scanned once for Knowledge.
Player logging in on a moving ship without falling behind.
Change mouse cursor based on tool equipped, and color based on object moused over.
Moving salvaging/repair/other gameplay messages to on-screen UI elements.
In playtesting the fix for ship rubberbanding, stormwalls and sandstorms appear too easy now. These will need to be buffed, and there's some scope for additional difficulty mechanics.
Player given option to log out alongside ship to ensure its safety; additional specific rules to lower frustration while preventing combat logging.
Features for further down the line
Craftable object that will allow secure trade between two players.
Chat will appear over characters' heads.
The last two slots of schematic requirements are optional components to change appearance of object.
Craft painted objects using cosmetic paint component.
Revamped design for Knowledge system and Knowledge tree.
Shipyards upgrade similar to ship cores; ship frame sizes limited by shipyard upgrades.
Ability for players to create and for players to use User Created items in-game.
Apply paint to an already-crafted object.
Save a ship's layout (placement of all parts) to help guide the rebuild if ship is lost.
System allowing trading across distances at an atlas shard cost.
Can find ancient atlas compasses that point you to a specific point in the world with unique loot.
Improved rules, improved performance, improved UI.
Items that can be slotted in schematics to improve some stats at the expense of others.
Item store for purchasing of cosmetic (only) items for your character and ship.
Stash items will be tradeable through Steam Item Marketplace.
Ship frames are no longer invincible, but take damage at various points.
Islands have a lifecycle, and will cycle out after some time, while others will cycle in.
Basic melee combat, to defend yourself when you have no equipment.
Physical switches, levers, and other puzzle pieces for complex dungeons.
Multiple damage types to both solve some silliness with the current rules and also create additional strategy for ship combat.
Players can map out the world through craftable items.
More, and better!
Ambient temperature system that affects overheat on ship parts and players themselves.
New system to have curved weather walls of varying thickness, zones entirely surrounded by another zone, and more.
Requires passing through a blizzard to access.