Phoenix Point Development Update - Backer Build One

A new development update for Snapshot Games' Phoenix Point announces the launch date for the first playable backer build. Barring any further delays, this so-called Backer Build One should be up and running by April 30, 2018 and feature a fully functional inventory system.

Apart from this announcement, the update shares some gameplay footage from the recent PC Gamer Weekender and informs us that Phoenix Point will also be present at the upcoming EGX Rezzed (April 13-15). And then, we get a meaty preview of one of the game's standout features - monster mutations. Be sure to peep the update for plenty of concept art if you're interested in that.

Here's something to get you started:

We're back! We know it's been a little while since the last update, but everyone has been working hard behind the scenes.

First off, we have a release date for Backer Build One: April 30th.

This is a month later than we had originally planned, and we're really sorry for the delay. While every effort was made to meet our original Q1 estimate, we wanted to make sure we could deliver the best possible version. One of the reasons for the delay is to implement the inventory system. We feel that this is a key mechanic for Phoenix Point, so wanted it to be included with Backer Build One.



One of the features we're most excited about in Phoenix Point is the mutation system. Each enemy (including the boss creatures) has the ability to mutate and throw new challenges at the player. Enemies will have a variety of different heads, torsos, arms, legs (and various other limbs) that can be used together in different combinations. Each different body part will provide different skills and abilities to the enemy, along with some straight up statistical modifiers such as increased speed or armour.

For each creature, each body part will have a distinct look. Following the philosophy that players should be able to distinguish and identify different units from their models, the different mutations will have a lot of visual variety.

Below are some examples of the huge number of visual variations the art team were able to imagine. As always, a lot of this imagry is concept work and may or may not appear in the final game as shown.