Development Update #5

Greetings citizens,

In this month’s development blog we’ve prepared a few goodies for you guys, one of which would be the reveal of our new alien world — Aurora. Ideally we would have had a video ready showcasing new mechanics and the world itself, but @BioXide is currently in the middle of hurricane Maria so it was unfortunately not ready on time – no worries, though, because we’ll post it later this week. Anyway, let’s venture towards the mysterious world, Aurora!

Location: (Frontier)
Theme: Ruins, Abandoned, Industrial, Old.
Vortex Links: Mars, New Terra

There is not much on Aurora that man built, a small outpost for mining and research. The real draw to Aurora are the ruins, huge multi-story structure lie destroyed. Not much is known about the ‘Builders’ except they were roughly human sized based on the height of the few intact ceilings. Occasionally relics are found but no one has been able to discover what exactly the relics do if they are technology or even art. Collectors on Earth do occasionally pay handsomely for those relics that are found.

We have been tinkering with the idea or concept of implementing vehicles for large sized maps such as Aurora, because let me tell you — Aurora is.. gigantic, and possibly even one of the largest maps we’ll have in the game. I won’t be going into the gritty of it all, but the possibility of adding vehicles is hereby very likely. :)


Let’s move on — next up the board would be our new production system. We decided to go with a schematic-based system, similar to what Fall of the Dominion had. This means players would have to buy a module or in this case, schematic, in order to produce an item. The money spent on the module will be automatically deleted from the economy. It is also important to note that factions cannot own these services. Each faction HQ will have a production module market terminal where they can purchase faction-specific modules — in return, everyone will be able to “raid” or “attack” a faction HQ and steal the aforementioned modulesThis means no faction will be hard-coded to be the sole producers of a specific item.


Producing an item is kept as simple and streamlined as possible. It involves placing a module in the correct slot, place all the items required for production in the next set of slots and click on the “Start Production Task” button. There is also a task tab where you can view your ongoing production tasks!

It is also important to note that players will not be able to drag items from their storage onto the production window. This is done to maintain a certain level of risk whilst producing.

(Above picture: Interface of the Production Module terminal)

(Above picture: Storage terminal)

(Above picture: Production Module terminal)


We have done quite a lot of improvements across the board. From expanding our item database to refactoring old code to improve optimization and the implementation of bug fixes. For example, we currently have a total of 203 items which players can use and produce — none of which are completely useless and will serve its purpose. We have also improved the way how widgets communicate with each other. Generally speaking, this means more consistent functionality across all widgets.


We would also like to talk about the future of Mankind Reborn and where in its development phase we currently are. I have seen a lot of questions pop up about when the release date is, when people can test out some of the mechanics, so let me answer some of these questions by offering a road-map.

We decided to tackle the three hardest mechanics first and process from there on out to the more easier development tasks, let’s call it the C.E.F.phase — Combat, Economy, Factions. This is done because it’s a more efficient way of doing things.

After finishing up the combat system, we are currently in the game’s eco-phase. This means we’re continuously developing its economy and how it all works. The production mechanics are nearly finished, then follows a first pass of the market system. To our donators, we expect to have a testing build ready by late October/November — and if we really need to delay testing to December, then we’ll do precisely that. We want everything to be as stable as we can possibly get it. Let’s hope we can have it sooner! :D

During this time we are also working on the backend of the game — think login systems, networking and having persistent player data. Once that is all done, we’ll continue with the Faction-phase. This will follow exactly the same procedure as the other core components — feedback -> implementation -> testing -> refining.

When we have completed C.E.F., we will be entering Alpha-phase where the server would be up and running for an extended amount of time. This is also the time where Alpha-testers will be able to play the game as we refine it. During this time, we will have prepared a crowdfund campaign which we properly advertise and open our doors to the world. It is also this phase where we will be replacing all placeholder items and prepare for a Steam release.