Monthly Development Update June 2025
7 Jul 20255 min read

Another month in the bag here at Warped, and this month was heavily focused on gameplay and player experience. Gameplay, progression, maps, enemies, loadouts, and almost all other areas of where games become “fun” were leveled up this month. There was a point where everyone on the team started talking about how it suddenly was more fun and it felt rewarding to play. It wasn’t just testing, it was enjoyable.
We’ve been aiming to reach this point in internal testing and development before moving on to our next phase, which involves bringing in outside testers for a closed beta. We want testers to enjoy the experience and feel like their actions matter, so that they stick around and continue to play, rather than test and grind. We believe that the results of a happy tester will have a much more lasting impact in the long run. While there are still some engineering milestones to hit before closed beta, the fun has already begun, and it will help closed beta be more impactful once started.
One of the major standouts in the update is how the game now loads maps, facilities, and enemies in a more dynamic and random fashion, resulting in gameplay that constantly changes and evolves throughout each mission. To do this, we needed more maps and facilities to load. Besides all the new facilities and parts that were designed, our artists created a new planet, one that is incredibly unique and unlike than anything we’ve seen in a game before. It feels dreamlike, and the influences from old sci-fi films and books are coming in full throttle.
When we first brainstormed Warped Universe, we made a pact to create a universe that stands out. We want every screenshot to scream Warped Universe. This new planet and map do that more than ever before. We’re making a fun, exciting, and fresh game, and we’re beyond thrilled to be at this point in development.
GAME DEVELOPMENT
Nexus Station
- System Map now pulls data from Beamable
- Adjusted system map size and enabled dynamic data
- Sparks table UX pass
- Updated Sparks rollover and item display UI
Players, Items and Ships
- Big balance pass on real-time ground combat
– Changed how Dodge works in real-time, now reduces damage taken on dodge
– Improved weapon base accuracy
– Power modifier adds player stamina
– Adjusted player base health
– Adjusted player step height to improve movement over terrain - Reworked the loadout system
– Added loadout slots for both character and ships
– Thorough UI pass to improve player experience
– Added two skill slots to loadouts - Fixed ship weapon equipping in loadouts
- Added shotguns and pistols
- Added more ship parts
– Sails
– Masks - Continued refinement of Void enemies
- Continued refinement of Void ships appearance and loadouts
- Updated Void ships in turn-based space intro map
- Added Precision modifier to the void sniper to make them more accurate
- Fixed issues with setting and saving loadouts
Mission Maps
- Random mission map now picks between multiple Planets and Facilities
- Added patrol distance so AI spawns aren’t just standing around
- Added variable player spawn locations in missions
- Void Tear improvements
- New Void Tear effects
- Tweaked all the locations in the facility instances to make sure they were aligned with terrain and environment assets
- All facilities now have Void Tear and enemy spawners that are chosen in random missions
- Removed Void Tears from areas outside facilities
- Made edits to “Planet in progress” map
- Rock foliage
- New small rock rubble pieces for foliage painting
- Adjusted level of assets to new rock layouts
- Swapped out PCG small rocks to new PCG that just spawns rubble
- Created new planet — dubbed Diamond Planet… for now
- Improved layout for better combat areas
- Added heat distortion and a few asset tweaks on Diamond Planet
- Test combat cover assets added
- New distance fade material for Diamond Planet mirror effects
- Added additional facility types
- Housing
- Factory
- Spaceport
- Farm
- Power
- Created new assets for every facility
- Tunnels added under facility floors
- New ramps with guided lighting
- Multiple planter beds
- Animated farm hydroponics with lasers!
- Control, lighting, and water towers
- Multiple cargo crate stacks
- Exploding crates
- Hologram signs
- Desks, chairs, and tables
- Computers and panels
- Stand-alone pod buildings
Sounds
- Uploaded and created sound cues for multiple weapon and damage type sound effects
- Created a system to simultaneously play weapon sound and unique damage-type sound effects when weapons are fired
- Improved audio routing for VO
- Created new music for turn-based gameplay, utilizing it for all modes until real-time mission music is finalized
- Adjusted weather sound effect levels
Engineering
- Updates to SystemData data structures
- Synced the Beamable project
- Added a 20 sec warm-up time to planet waterfall fx so it’s already flowing on start
- Added Hex grid C++ library
- Updated user plugin to create custodial wallets on auth
Web2 / Web 3
- $WARPED Migration Tool
- Completed design and build
- Started extensive testing
- In talks with auditing firms for professional audit and security review
- Website
- Designed, built and released Gallery V2
- Refreshed Homepage carousel images
Business & Marketing
- Interview with SuiFamOfficial (To be released)
- Interview with Indie Games origin
- Met with various questing platforms following our successful campaign with Beamable
- Multiple Steam community posts
- A lot of work that we can’t talk about yet!