1 hour ago
(Indie Deal) Approaching the First Playtest
Hi all,
Over the past few months we've shared many of the systems that make up NO CLEAN START: encounters, enemy behaviors, player classes, weapons and progression.
https://store.steampowered.com/app/4339590/No_Clean_Start/
Most of those systems are now in place.
Our focus has gradually shifted from building new features to refining the experience as a whole.
A significant part of our work is currently dedicated to balancing encounters, tuning weapon handling, refining visual and audio feedback, improving enemy variety, and making sure that all these individual systems work together consistently.

One area receiving particular attention is replayability.
Because NO CLEAN START is designed around repeated runs, every playthrough should feel familiar enough to reward learning, while remaining unpredictable enough to encourage different decisions. Much of our recent work has been about finding that balance: adjusting encounters, refining progression, improving enemy combinations and ensuring that no single strategy becomes the obvious answer.

At the same time, we're continuing to optimize performance and eliminate issues that could interrupt the experience. Many of the changes made over the past weeks are not immediately visible, but they are essential to making the game stable across a wide range of hardware.
Our next major milestone is the first public playtest.
Rather than rushing toward a wider release, we'd like to gather feedback in a more controlled environment first. This will help us validate balancing, identify technical issues that are difficult to reproduce internally, and continue improving the overall experience before making it available to everyone.
We're getting very close.
As always, thank you for following the project and for the thoughtful feedback you've shared over the past months. Every development update brings us one step closer to putting the game in your hands.
https://steamcommunity.com/groups/indieg...8517216867
Hi all,
Over the past few months we've shared many of the systems that make up NO CLEAN START: encounters, enemy behaviors, player classes, weapons and progression.
https://store.steampowered.com/app/4339590/No_Clean_Start/
Most of those systems are now in place.
Our focus has gradually shifted from building new features to refining the experience as a whole.
A significant part of our work is currently dedicated to balancing encounters, tuning weapon handling, refining visual and audio feedback, improving enemy variety, and making sure that all these individual systems work together consistently.

One area receiving particular attention is replayability.
Because NO CLEAN START is designed around repeated runs, every playthrough should feel familiar enough to reward learning, while remaining unpredictable enough to encourage different decisions. Much of our recent work has been about finding that balance: adjusting encounters, refining progression, improving enemy combinations and ensuring that no single strategy becomes the obvious answer.

At the same time, we're continuing to optimize performance and eliminate issues that could interrupt the experience. Many of the changes made over the past weeks are not immediately visible, but they are essential to making the game stable across a wide range of hardware.
Our next major milestone is the first public playtest.
Rather than rushing toward a wider release, we'd like to gather feedback in a more controlled environment first. This will help us validate balancing, identify technical issues that are difficult to reproduce internally, and continue improving the overall experience before making it available to everyone.
We're getting very close.
As always, thank you for following the project and for the thoughtful feedback you've shared over the past months. Every development update brings us one step closer to putting the game in your hands.
https://steamcommunity.com/groups/indieg...8517216867

