Project CW: Murazor’s Opinion on the Difference Between Alpha #1 and Alpha #2 (From Stream)

Players are asking you to return to what was in the 1st Alpha test. They mentioned that all the changes you made ruined everything, which is very disappointing. Why? What happened? What changed?

This is going to be a very long answer.
Some people might find it boring. I don’t believe that everything was better in the 1st Alpha. Some things were just simpler for players—such as unlocking tanks. It was a more straightforward game than it is now.

The main reason we introduced so many changes (which are, of course, still rough in some areas) is that we, as designers, hit a massive wall.
Back in the last playtest, we had about 12 vehicles, and we ran into a problem: What vehicles come next, and what will make them unique?
We wanted to avoid repetitive designs—just releasing new tanks that felt identical to the old ones with minor differences.

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Project CW: Developer Responses During the 2nd Alpha

Discussions and comparisons between the 1st and 2nd Alpha of the project continue in the community. Many players claim that the game was significantly better a year ago. Even Murazor couldn’t settle the debates.

This past weekend, developer MikeRTV (Mike Ritvinsky, Art Supervisor) shared his perspective and answered some player questions.


1. Your game features protective fields and domes.

  • We’re not thrilled about these mechanics and their “magical” feel either, but we haven’t yet found a visual solution that makes the ability both interesting and useful while maintaining some level of realism. We have ideas to refine this, but haven’t had time to implement them yet.
  • Right now, the most extreme “magic” includes shields and domes, but they are just visual representations of Active Protection Systems, making it clear why projectiles explode mid-air. Same goes for Blitz lightning, Titan shield boosts, and healing HP regeneration.

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