Second half, coming up next!


We are at that point now where DigiThreat is beyond the halfway point and is looking forward to the final straight. Since our last update, DigiThreat has undergone some changes in terms of depth and overall scope.

When we began the project, we were anticipating  DigiThreat to be  a sprawling, level-based. story driven fps. However, in its current state it has now been visibly noticeable that the game is larger than time can account for it to become. Since the last update we focused in on what is going to be the key to making DigiThreat a success.

We had previously anticipated three playable levels, though with further consideration have decided to stick with one, and absolutely nail the look, feel and polish of the game. This is by no means a downfall for the project, merely a step to making a slice of what we had originally planned. At the end of the day we want something that is going to be playable, with no bugs that has a sense of purpose.

Although this post sounds like DigiThreat is struggling, it is anything but that. You'll be happy to know that what has been such a critical patch for the game is now live and resembles major overhauls.

AI has finally been  reworked. Listening to the feedback from our play-testers this was a huge pitfall holding the game back. Enemies now react to player movement, weapon fire around them, and overall feel much more smoother when attacking and being attacked by the player.

Along with a host of bug fixes, DigiThreat is full-steam ahead into the second half of production. 

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