Pantropy transports players to an alien world rich with natural resources and dangerous lifeforms. Skill-based FPS gameplay means that you’ll need to react quickly to enemy attacks. Get ahead with advanced building mechanics and a sophisticated resource collection system but remember this: only the strongest will survive.
Players spawn on the outer regions of the island and must travel deep into enemy territory in order to get the greatest loot and highest value ores. In the centre of the map, mobs are powerful and won’t hesitate to pick off lone travelers as battles rage across the landscape. With multiple biomes to conquer, a vast range of weaponry, and highly customisable bases, Pantropy is not for the soft-hearted. Whether you build your base above or below ground, enemy factions will come for you.
I am sorry, we haven´t had much time to write devblogs during the last weeks. It´s a very busy time for us.
Here´s what we´ve been working on:
Julian has re-worked the AI and has written a behaviour tree editor for Pantropy. The last AI system was pretty basic and mashed up pretty quickly. Adding new creatures and enemies is much easier now. But there´s also still a lot of work left.
Besides that we have been busy fixing bugs, improving perfromance and polishing some of the core systems. We managed to get the server and client memory usage down to 3-4 gb.
We have also moved to the new map. The player factions are no properly located on opposite sides while the NPC faction can be found in the middle of the map. We just have to flesh out the faction system now.
Another big change: We have a new grass system with a stunning shader. No more flying grass patches! YAY!
We´re currently experiencing some networking issues. Julian is writing a debug tool that will hopefully help to identify the issues.
Tyson has finished some ideas for the NPC faction.
Here´s a design for the faction defense turrets.
The repair kit is also getting a proper design.
Alex has finished the small VTOL highpoly model. We can´t wait to get something back into the game to fly around.
Alexander managed to finalize the T3 mech. It´s a beast! We´ll try to implement it in the upcoming weeks.
Artem has worked on some exotic plant models.
Osman finished the NPC faction mining pod. It´s the most basic outpost of the NPC faction.
Dmitry has finished the first geode model. Players will be able to mine these for ores.
Anjar has created a 3d model of the EMP bug. It will emit EMP waves when you get too close to it.
Jim has worked on some nice egg models which replace the ugly egg placeholders.
I´ve finished the first iteration of the new map. It also includes a new biome, the black desert.
Artem has finished the placeholder of the second powerplant model and is currently working on the final design.
We have replaced the weapon sounds and added creature sounds to the game. It´s crazy how many sounds we need.
We´ll continue to improve the game this month and will send out the 100 free keys to our subscribers.
Please join the Thunderclap if you want to support us :
We´ll try to post weekly devblogs and video diarys and stream every saturday 8pm UTC+2
If you want to be part of the community, join the Discord here :
Or sign up for the closed alpha. You might win one of 100 free keys :
Thanks for reading! We love you!
Lot´s of bug fixing, AI improvements and work on the new mechs for Pantropy.
Saving system, server backend - the mighty T2 mech and a lot of new content.
We´ve just started closed testing and planning the upcoming Kickstarter in November.
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