X-WarsResurrection
ClearanceStart

Quiet week - and the horizon toward player versus player

A quieter week from Command - busy life, and a game that has grown far enough that the next big step is PvP. Input welcome. Stay tuned.

Dispatch from Command. Last week was a bit quieter than the sprint stretches you have gotten used to. That was not silence for its own sake - and it is not a stall.

Why the quieter week

Next to a busy life outside the editor, the game itself has progressed. Colony, fleets, beacons, salvage, routes - enough of the foundation is in place that I am staring at the next real step: enabling and starting player versus player. That comes with honest uncertainty. I want PvP to land with the rest of the systems still fun, and with deliberate tracks of focus so commanders can excel in different ways - not a sudden free-for-all that flattens everything we built.

First preparations on the horizon

  • Seeing other fleets on the map - presence and tension before full combat systems.
  • Stationary elements you can build on the star map - fixed infrastructure in shared space, not only ships in motion.
  • Refitting those stationary items - for example adding scanners to beacons so outposts keep growing in capability.

A few updates will come soon that prepare those initial steps. Input is welcome - tell me what focus tracks matter to you before the knives come out. Stay tuned. Things are happening.

Sebastian "Degola" Lagemann

Topics X-Wars Resurrection · browser MMO · early alpha · PvP · player versus player · star map · fleets · occupation beacons

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