Development Newsletter

As we are cancelling this week’s Devcast to prepare for Gamescom, we’ll give you an update on what we have been working on in this post. I know that you just want to see the update being pushed out at this point, we do too. We are still working as quickly as we can to get this out ASAP. I really appreciate you all for sticking around here with us and for your continued support.

Tweaks and layout changes of the gameplay HUD after looking at community feedback from previous post.

As you’ve seen in our previous posts, we have been focusing on improving the User Interface (UI).
The UI is crucial to how you interact with and experience the game. Based on your feedback, we have made several improvements to the designs that were shared in previous posts. Along with that, several other screens were completely redesigned.

We believe that these improvements will lead to a more satisfying and long-lasting experience for everyone.

Please know that the following screenshots are not final.

Level Design

Aftermath – Objective D – Compared to Old Namak

First look at Objective D – Office on the new map Aftermath.

Compared to the old Namak objective, the new objective offers much more space around it as well as more entry points to the office. Additionally, the new roads are not only wider, but you’ll also find examples of cracks in the road that provide cover in the middle of the street.

This photo also serves as a great illustration of the visual and environmental complexity evolution in Battlebit between 2019 and 2024.

Aftermath – Objective E – Compared to Old Namak

In Old Namak, Objective E lacked purpose and detail. Players recognized it mainly by the nearby parking lot. In the Aftermath map, Objective E will feature more engaging Points of Interest (PoI’s) and vertical gameplay elements.

The entire objective is now placed on top of a construction site with a Construction Crane and a pit that allows for combat below street level. Additionally, Aftermath will introduce a new Construction Crane that can be taken down in multiple directions, similar to the Windmill from Valley or the Radio Tower from Sandy Sunset.

The objective itself has been expanded with more pathways, offering more movement options compared to the open and compact space of Old Namak.

To capture the objective, players will need to enter the construction buildings, leading to intense close-quarters combat. SMGs will be your best friend here.

3D Art

Our art team has meanwhile been working on a visual update to the Scar-H, M110 and some of the cars.

Scar-H updated model. The classic factory colour that was shown before is now a prestige-1 skin
Scar-H updated skins
M110 (WIP version)
New car visuals – side view
New car visuals – corner view