Mice, burnout and mines

That’s about the order of things. Last Monday was Labor Day – a holiday in the US. I spent it finalizing the mouse changes, packaging new installers and creating marketing videos. The goal being to get more Steam Greenlight votes – (PS: If you haven’t voted – please do so: http://steamcommunity.com/sharedfiles/filedetails/?id=146068036 ). I told my wife how thankful I was for the extra weekend day and most likely without it what I accomplished on Monday would have taken me till Friday.

As usual post a release I was burned out and this stretched into the weekend. Still I started working on new story content and have made pretty good progress and am excited. I don’t want to reveal too much but the new leg of the content involves mines. So I spent time giving the ability for defensive platforms to generate mine fields. Meaning that they have a mine quota, that they will maintain and keep track off. Also the mine launchers now can be configured with additional parameters. An additional velocity and angle of launch, allowing for random angles and speeds. The end result is mine fields.