- Full-integration of our high-res blocks-building system known as "Ferrocrete". You know, the one everyone loved in Alpha 1, only four-times the resolution of our previous blocks, allowing for intricate design work not seen in any other game!
- Adding two totally new and huge continents!
- Akkhera - A vast desert of red quartz and sand, for those players who want a lot of empty space to build upon unobstructed by potential geographical and natural formations.
- Malkav - A huge, mountainous continent, containing both grand snow-capped peaks, mountain valleys, and rolling hills, inundated with rich and dense woodlands.
- Total upgrade to existing screen effects, including a new volumetric fog solution that just looks ridiculously good.
- A few new assets that we believe old SWG fans will appreciate, including the "Kash" trees shown below ;)
- Numerous bug fixes.
- Fix a ton of bugs.
- Move Arabast to the polar region where it's supposed to be.
- Create a mass transit system to allow players to travel from one continent to the next. Originally, this was meant to be accomplished by the use of boats traveling over the ocean, but due to time constraints, we may just settle for a teleporter for the time being.
- Fix the issues associated with conflicts between our day/night system and new effects that are causing artifacts, such as bright fog at night.
- Create functionality allowing players to craft their own ferrocrete so they can get started building that skyscraper they want to!
- Build the whole IndieGoGo page.
- Capture, edit, and narrate several new videos for the aforementioned campaign outlining all this cool stuff we've done for the game and also how to play it.
- A few other odds and ends.
Our next big patch will come once Ferrocrete is functioning 90%, which will also be the patch where we introduce the new continents and hopefully a method to traverse them.
Thanks for your support!





