- Update v0.2.2 - 3 July 2022
Added a new map (Facility), a dark and close-quarters map lit up with NVGs, in a free-for-all Deathmatch hellscape.
- minor map tweaks - 3 July 2022
Hey hey! Just dropping in to let y'all know we've made a few slight tweaks to Bootcamp, and have modified the camera rendering and lighting.
- We're Back!! - 2 July 2022
Good afternoon, everybody - and happy Fourth of July weekend! This announcement comes as an incredible shock to us, and I'm sure it comes as a shock to you as well. To sum: we've recovered the development files for Project Polygun. Or at least, we've recovered most of them. We've lost nearly all the maps, and are now currently down to just our original Bootcamp map. Technically one or two of the other maps exist in the codebase, but we're planning on keeping those locked away for the time being. However, we feel that this gives us a very solid ground to start from, and build up from there. The Bootcamp map isn't perfect, but we plan on tweaking it over time until it reaches perfection, adding balances and whatnot based on your suggestions. Also, with this announcement/update, we've made a few modifications to the current weapons roster, including initial beta-polishing of our new Blaste…
- We Need To Talk - 15 December 2021
Top of the morning to ya, gamers. We're coming to you with a heavy heart. This past year has been incredibly rough on us all, and together we've gotten through some very difficult events - many that nobody could've seen coming. Unfortunately, one such event targets our community specifically, and it's this event that we would like to discuss with you today. Some time ago, shortly before the scheduled release of Project Polygun, we unfortunately lost access to the original development files. We've seen far too many excellent games go entirely defunct because their development team stopped caring about the project and never updated it. As a team, we're unilaterally uncomfortable with the idea of releasing a project into the wild only for it to never be updated. It would be one thing if Project Polygun was polished to perfection. But due to the nature of our design philosophy, that just is…
- Road To Release - 1 July 2020
Good afternoon guys, gals, and non-binary pals! Today's the first day of July, and so it's time for our monthly Road To Release update! First off, we'd like to finally introduce the first official Project Polygun map! Say hello to: Bootcamp - a small dual-military-outpost featuring fantastic rock formations and a crashed cargo jet in the center for opposing teams to duke it out across. Secondly, we've added in some nifty new particle effects. Specifically, ones for the smoke grenade and the frag grenade. Now you can blow up your enemies in adorable polygonal style! The last semi-major thing is the lighting change. Very bloom! Much sunrays! Many lensflares! Oh, and we finally got rid of those horrid robot first-person arms. There are still some issues with the way the model is being displayed, but at least the style is consistent with the theme. We might have to hire a new hand model, th…
- Upcoming Release! - 12 June 2020
Hey gamers, it's official! We've brought things to a solid point and now we're looking forward to our upcoming release. This is the official launch announcement of Project Polygun!! We're planning to release on November 2nd, 2020. Over the next few months, we're going to focus heavily on final polishing and bug fixes in order to get our game to a solid releasable state (as well as to focus on a ton of marketing in the meantime). Also, after all this time, we've FINALLY gotten source control set up. For the non-nerds: that means we now have a solid working environment for our team to collaborate on the game's code and files with ease, helping to expedite the development process and make things a helluvalot easier to do. We're looking forward to November, and can't wait to see you all on the battlefields! Much love, The Arkadia Galactic Team
- WIP Wednesday - 10 June 2020
Today is now the second Wednesday of June, which means it's time for what will no longer be your Weekly WIP Wednesday! Due to staffing changes in our team as well as various other factors, we're going to scale back our updates to a monthly rate. From this point forward, every update will occur on the 1st of each month, and we'll be building for the future. This allows us to focus on larger releases as well as to spend time curating special events for different holidays, on top of having more time to squash any bugs that may crop up during development. That being said, we've attached this update's changelog below, as always. Much love! ~CHANGELOG~ ~Updated Deagle fire sound ~Updated recoil for secondaries ~Adjusted falloff and range on sniper, players now need to adjust for bullet drop ~Adjusted damage on sniper ~Increased sniper fire rate ~Adjusted primary recoil on weapons to closer ma…
- WIP Wednesday - 3 June 2020
Today is now the first Wednesday of June, so it's time for your weekly WIP Wednesday! This week's update adds a whole new map and game mode, as well as some minor cleaning of the game files and some quality of life changes. First off, we hired a crew to fly out to Polygun Island and do some electrical work to get the lighting fixtures repaired. Now instead of trying to fight in pure darkness, there are bright lights illuminating key choke points throughout the map. The biggest and most exciting change for this update, however, is the new map and game mode. Introducing: Corporate. This map features a sprawling set of mirrored office buildings with plenty of hallways and cubicles to fight around while assisting your team in the new Capture The Flag game mode. With plenty of rooms and obstacles, there are lots of corners to lob grenades around and to peak over with your trusty shotgun. Loc…
- WIP Wednesday - 27 May 2020
Happy Wednesday, everyone! It's time for your weekly Work-In-Progress Wednesday update. This week's update brings a lot of polishing and some quality-of-life changes to the table. As always, the full changelog will be featured down below. For now, let's get started on featuring the biggest and most obvious change for Project Polygun: the lighting. While I don't want to say we overhauled the lighting, anything short of that would be stretching the truth - the maps look incredibly different with the new lighting changes. For now, we've only made changes to the lighting in Polygun Island and Bombtown, to an incredibly drastic effect. Featured in the image above is a shot of the absolutely gorgeous sunset effect seen in Bombtown - the entire map is covered in a beautiful orange hue, with a burning sun seen just over the mountaintops in the distance. The lighting on Polygun Island, however,…
- Work-In-Progress Wednesday - 20 May 2020
Howdy, folks! Today's Wednesday, so it's time for your weekly update. The biggest thing we've worked on is updating the different playable classes. Now, not only does each team have its own colorations, but each class has a distinct design. Assault Class Medic Class Scout Class Support Class We hope these changes will help to bring a tactical advantage to both opposing teams, allowing you to strategize with your squad and easily pinpoint which enemies are the most valuable targets. The majority of the updates for today have been graphical. Yeah, we know this update isn't very large, but we just got back into the swing of things and this update is literally just a couple hours worth of work (because we're wanting to get this pushed by noon local time) so you've gotta bear with us just a little bit.
- Massive Overhaul - 19 May 2020
Hey there, kids! Do you like violence? I know that we sure do! Life has been incredibly hectic lately and we've had to take development underground. But we're popping back up into the spotlight to announce a couple of major things. First off, we're in the process of changing our title's name. After a lot of consideration and debilitation, we've settled on "Project Polygun" as our flagship's namesake. The second biggest change is we're putting the Battle Royale mode on the backburner in order to focus on hosting smaller FPS game modes such as Team Deathmatch and Capture The Flag. Once these are fully fleshed out, then we'll hope to take another crack at the Battle Royale mode we've all come to know and love. That being said, BR will be unavailable for the time-being. In its stead are several new game modes, each featured on a whole new map.
- Weapons and Inventory - 26 June 2019
Hello guys, gals, and nonbinary pals! It's Wednesday, so it's time to update you all on the progress so far. This week brings some very exciting changes mostly to do with the weaponry, but we've also got a nice non-weapon-related update to cover as well. First and foremost, we've added in some new weapon models as well as weapon types, giving the game a bit more variety in your murder options. We've also added different ammo boxes that are specific for each weapon depending on what it's chambered in. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35278594%2F419c5392c066ca9bbd507939b9fcf78f4c373a23.png On top of this, we've completely revamped how the inventory works. Previously, you would pick up a weapon and find ammo for it, but that would be the only weapon you could carry. If you wanted a different weapon, it would be dropped and swapped for the new one. Ammunition…
- Buildings and Models - 23 June 2019
Hey guys, gals, and nonbinary pals! Today's update brings primarily graphical overhauls that help to flesh out the game world and make it more of a living world. One of the things we've done is added some more props to the southeastern town, and adding catwalks between some of the buildings. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35278594%2Fdd797cc99761a0c10ba70adcb411aeb51352f7fa.png Moving forward with the same mindset, we've overhauled the old military base. Now it's much bigger, much meaner, and much greener. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35278594%2F51acd0cb1b811e81e5a92222865555c27d9c4297.png Speaking of greener overhauls, we've completely changed the airplane! Now it flies in the direction it's pointing instead of floating sideways, and it's also a non-destroyed plane. Why? Because it just doesn't make sense for a plane…
- Weapons and Graphics - 22 June 2019
Good morning guys, gals, and nonbinary pals! Today, we're bringing you a minor - yet important - update to EACG, one that's going to lay the groundwork for things to come. The first major thing we've changed is the character model. We've implemented new animations as well as changed the mesh for the model entirely, ditching behind the default model of the Unreal Engine. Thanks a bunch, Synty! Secondly, we've added a few tweaks to the weapons that are sure to please: each gun now has their own range and sound effect, and we've also added a new and powerful Sniper Rifle - boasting extreme range and powerful shots, this weapon is incredibly deadly in the right hands.