Us? We've been plugging away at Relentless Frontier, progressing along the Big Roadmap. "What is the Big Roadmap?" you ask? Let me show you:
LORE N' VANIA UPDATE
Planned Release: Q3 2025
Lore N' Vania! A sorta goofy way to say:
We're adding more lore and story to Episode 1, as well as improving the exploration aspect.
Story and Exploration are the two primary focuses of this update, but we've got a whole list of planned improvements:
- Lore - We're improving the game setting through data logs and environmental storytelling. The city maps, in particular, have received a lot of work.
- Vania - We're leaning more into the Metroidvania aspects of Relentless Frontier, adding more environmental interactivity with the abilities the player acquires.
- The Pulverizer - A new bolt-action mine thrower! Launches sticky proximity mines that can latch onto the environment as a trap, or fired directly at the enemy to detonate on impact. Effective against armor and swarms, but the ammo is rare and expensive to omnistruct. Use 'em wisely!
- Poison Pods - The bugs have started using chemical warfare! These armored, purple-glowing pods emit a potent corrosive gas, eating through armor and flesh alike in the blink of an eye. Direct damage doesn't seem to have an effect, but they seem to be extremely flammable...
- An Actual Ending Sequence - You will no longer be dumped into a "YOURE WINNER" screen at the end of Episode 1!
- Improved FX - Better gore, more destructibility, cooler hit feedback, and most importantly, etc! Lots and lots of etc.
- UI / UX Improvements - Smoothing out the menus, and adding more options (Including a walk/run toggle!)
- Bombardier Refinements - Everyone's favorite lump of literal (and metaphorical) bugginess is getting some much-needed attention! We want to emphasize his role as an artillery tank, and make him less frustrating to fight without fire damage. Maybe get him a new coat of FX work?
GOING ROGUE UPDATE
Planned Release: Early 2026 (rough estimate)
Not quite going full rogue, just going more rogue-like...
The "Going Rogue" update will add a new game mode: Rogue Mode. This mode will add a variety of randomization and progression options for a customized second/third/hundredth playthrough!
A few of our plans for this mode include:
- New Upgrades - The likes of which would have made the base campaign horribly imbalanced! But in Rogue Mode, the sky's the limit (sometimes literally, with the right mobility upgrades).
- Random Events - Maybe you come across a squad of friendly RDI troops, maybe you find a drop pod filled with supplies or upgrades, or maybe a pack of Titans decide to show up and ruin your day? Who knows, roll the dice!
- Enemy Mutations - Enemies can spawn with random mutations, giving them extra abilities and effects!
- Corruption Cards - At the start of every level, choose one of three gameplay modifiers to add to the rest of the run!
- Endless Mode - Run doesn't end until you die. Levels are shuffled, and once you beat a set, they're shuffled again. Get them massive gains / corrupt your run to insanity!
EPISODE 2
Planned Release: 2026 (rough estimate)
I'm going to be real with you guys for a moment -
Episode 2 is a doozy. We're introducing new enemy factions, a large hub-connected environment, and a bunch of new mechanics and weapons.
The biggest reason for Episode 2's doozy-ness: we've decided to combine Episodes 2 and 3. I wanna make this clear, you're not losing content. We didn't want player progression to get interrupted for this episode, as it's going to be a much larger factor in Episode 2. Pacing-wise, it will feel much better as one part. Story-wise, it will be much more impactful.
All that being said - I'm very excited for Episode 2. Maybe I'm a bit biased? But I'm hoping that excitement comes through in a tangible way.
- Michael "Korzodin" Ewer