Ozone Wipeout news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID1792150
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperCitrioN
- PublisherCitrioN
- Parent gameNot available
Genres: Adventure, Indie, Simulation, Early Access
Company pages: Developer: CitrioNPublisher: CitrioN
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
Ozone Wipeout Steam news
Ozone Wipeout news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Progress report: February 2023 - 9 March 2023
Hello survivors, Welcome to the monthly progress report covering the major aspects I worked on in February 2023. As always, if you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. Improved mod creation pipeline Further extended mod system Created main menu and mod selection menu Extended and implemented my own serialization system with the mod system to work around a big limitation in Unity’s serialization system when using runtime code injection via the mod system Set up basic character mod Brainstormed game logo design ideas Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. New Menus With the course on UI Toolkit in January I felt comfortable to start the creation of the various menus. After a couple iterations due to new things I learned after the prev…
- Progress report: January 2023 - 12 February 2023
Hello survivors, Welcome to the monthly progress report covering the major aspects I worked on in January 2023. As always, if you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. Finished setting up the new computer Took an online course on Unity’s new UI system called UI Toolkit Started codebase for new UI implementations Updated project to Unity version 2022 Lots of project restructuring Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. Project Management Most of January (likely also February) was filled with work related to getting the project organized and restructured. I wanted to do this for a while now but with the new computer and essentially a clean work environment I decided it would be the best time to do that when switching from one computer t…
- Progress report: December 2022 - 15 January 2023
Happy new year survivors, Welcome to the monthly progress report covering the major aspects I worked on in December 2022. As always, if you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. Finished first implementation of new road mesh generation asset to improve road quality Added guardrail generation to roads Replaced road textures Lots of feature/task planning for 2023 New computer setup and organization Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. New Road Generation System I finished the switch from the old road mesh generation system to the new one. The intersections now work and I also managed to implement the generation of guard rails where the road angle exceeds a certain threshold. There is still quite a bit of work related to roads to be d…
- Progress report: November 2022 - 4 December 2022
Hello survivors, Welcome to the monthly progress report covering the major aspects I worked on in November 2022. As always, if you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. Added new weather and time of day system Significantly improved the road network generation speed Created world generation v1 tech demo with automatic benchmark system Started working on algorithm for road network generation inside towns Started implementation of new road mesh generation asset to improve road quality Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. Road Network Algorithm With the road network generation taking up the majority (80 - 90%) of the world generation time I decided to spend a good amount of time to improve the efficiency of the road network generation…
- Progress report: October 2022 - 7 November 2022
Hello survivors, Welcome to the monthly progress report covering the major aspects I worked on in October 2022. As always, if you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. Implemented new (finite) world generation algorithms featuring Worlds up to 64km² or ~25miles² Mountain ranges as natural world borders Mountains and hills with forests and meadows Future points of interest position evaluation Road network to connect all points of interests Implemented new vegetation renderer Used UI Toolkit (new production ready Unity UI system) to create world generation setting menu for upcoming tech demo and get experience with the new system for future UIs Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. Procedural world generated with new algorithms World…
- Progress report: September 2022 - 4 October 2022
Hello survivors, Welcome to the monthly progress report covering the major aspects I worked on in September 2022. As always, if you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. More tweaks to high definition render pipeline (HDRP) setup Researched and planned upcoming zombie implementation using UMA (Unity Multipurpose Avatar) Researched new asset to improve world generation Took about a 2 week break due to covid Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. General I started off the month by doing more tweaks to the high definition render pipeline settings along with a lot of testing to make sure to stay within the performance requirements. There are a couple more systems left to be updated to HDRP before I can integrate them back into the game,…
- Progress report: August 2022 - 4 September 2022
Hello survivors, Welcome to the monthly progress report covering the major aspects I worked on in August 2022. As always, if you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. Researched and tested new high definition render pipeline (HDRP) for improved visuals Upgraded project to use the HDRP Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. In the month of August I decided to switch from the builtin to the high definition render pipeline which offers significantly better visuals. With the summer break until mid August the pipeline switch took up all the remaining development time of the month so there isn't a lot to talk about in this progress report. Switch To High Definition Render Pipeline (HDRP) After my summer break I wanted to continue working o…
- Progress report: July 2022 - 1 August 2022
Hello survivors, Welcome to the monthly progress report covering the major aspects I worked on in July 2022. As always, if you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. Extended procedural temperate forest biome generation Conducted new tech demo testing Created and integrated new navigation mesh generation into world generation pipeline UMA (Unity Multipurpose Avatar) asset research Began new AI implementation Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. In the month of July I conducted another tech demo testing with a few selected testers. The tech demo focused on performance optimizations, the look and feel of the generated forest biome and the new drawer mechanics. The testing went well, I got valuable feedback and performance was better t…
- Progress report: June 2022 - 3 July 2022
Hello survivors, Welcome to the monthly progress report covering the major aspects I worked on in June 2022. If you do prefer bullet points and not read everything in detail you can skip the sections after the TL;DR part. Feel free to follow on any of the social media platforms or join the discord for more in depth and more frequent update posts. Integrated more immersive scavenging mechanics Reworked integration for realtime procedural vegetation Added basic biome assignment/distribution to the world generation pipeline Setup temperate and boreal forest biomes Implemented new terrain shader Integrated automatic biome based terrain texturing Immersive scavenging With looting/scavenging being a major aspect of the game the goal is to make this experience as immersive as possible. I've previously tried the commonly used UI based inventory/container approach but that didn't feel very immer…
- Welcome survivors! - 1 June 2022
Hello survivors, Welcome to the first Steam post for Ozone Wipeout. I would like to use this first post to give you a little bit of insight on the current state of the game, its development and what to look forward to in the future. If you prefer not to read everything in detail you can skip the sections after the TL;DR part. Majority of core systems for the world generation are in place and working well allowing me to switch focus to gameplay and mechanics going forward With the performance impact of the generation part of the game being lower than expected the change to a photorealistic art style was possible and will be pursued Gameplay mechanics and art style implementation will be the main focus for the next few months Monthly news posts on Steam going forward covering the development progress since the previous news Feel free to follow on any of the social media platforms or join…
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