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Monthly Development Update July 2025

6 Aug 20254 min read

This month has been all about momentum. Planets, missions, and the systems that tie it all together. Our third Planet (official name incoming) is well underway, with fresh terrain, environmental effects, and some seriously mind-bending rocks and trees. Facility design is expanding fast, and our mission system is starting to feel fully alive..

Players will notice smoother targeting, better feedback, new HUD elements, and dynamic music shifts that respond to gameplay. We’ve also implemented mission loading screens, real-time death drops, and refined how Facilities rotate on the Mission Map.

Meanwhile, behind the scenes, we’ve been optimizing just about everything, from material meshes to how Facility maps stream in and out. Beamable now manages all mission and planet state data. On the web front, the new Codex is live, housing lore and updates, and our $WARPED migration tool is being prepped for mainnet pending audits.

And of course, with gamescom 2025 on the horizon, we’ve been laying the groundwork for a big showing, tightening our GTM plan, while we prepare for our closed Beta launch.

GAME DEVELOPMENT

Mission Planets & Facilities

  • Added Planet descriptions to Mission Map interface
  • Made rotating through Facilities on Planets easier in Mission Map
  • Heaps of progress on missions
    • Added multiple mission types to real-time ground
    • Established dialogue system
    • Multiple interact system added
  • New spawners for Players and NPC’s in both real-time and turn-based
    • Added new spawn locations on mission start
  • New Void Tear spawners
  • Void enemies now drop Residuum when destroyed
  • Players now also drop the Residuum they were carrying when they die…
  • Optimized pathways in maps to make running around blammin’ more fun
  • Created the 3rd Planet (official name TBD)
  • Environment material improvements
    • Buncha rocks and trees n stuff
  • Designed more Facility parts for all Facility types
  • Added local fog to Planets
  • Added new Niagara fire vfx for the chimney blueprint
  • Optimized heaps of material meshes

UI

  • Mission loading screens implemented with animated fade-outs
  • Made improvements to aim assist / soft targeting for real-time ground
  • Enemy health bar is now HUD item in real-time ground
  • Added mission results & rewards screen to real-time mission map
  • Loadouts now display equipment modifier totals

Music & Sound

  • Created system to trigger combat and non-combat music based on game state
  • Added crossfade to Nexus Station music when moving on or off Mission Map
  • Weapons now create additional sounds based on the damage type being dealt
  • Created buttloads of Facility part sounds — Adam’s words not mine
  • Even more sounds on Farm Facilities

Engineering

  • All State Data for Planet, Facilities and missions are now stored on Beamable
  • Increased maximum number of Facility mission locations on each Planet to 30
  • Added another function to Depth Fade Master. Added 2 instances, one that uses flat World space, and the other that uses Tri planer for vertical rocks for nicer looking materials both when up close and far away
  • Facility maps now stream with the Warped Streaming Subsystem for better random map loading and unloading
  • Lots of material optimization work

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Web2 / Web 3

$WARPED Token Migration Tool

  • Finalized testing of migration tool in testnet
  • Organizing audit
  • Preparing for mainnet

Website

  • Built and released new Codex section which includes Lore and Game updates
  • Improved images in News section
  • Improved article page
  • Various updates to website to improve UX / UI

Business & Marketing

  • Refined Go-To-Market plan and documentation
    • Testing phases
    • Releases and launches
    • IRL events
    • Activations and marketing
  • Made plans for gamescom
  • Attended X Spaces

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