The Many Worlds Of TOMORROW FOREVER Are Linked Via Gates, Giant Naturally Occurring Wormholes Stabilized

The many worlds of TOMORROW FOREVER are linked via gates, giant naturally occurring wormholes stabilized and reinforced by technology. The question is, what does that mean for the world? How does that affect how people live, and where they can go?
I dug into it a little bit, check it out!
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stverburg liked this · 2 years ago
More Posts from Ditherdream
TOMORROW FOREVER has a few different kinds of missions now, so I made a little video explaining the challenges that each can bring!
New Update is out! I kept at this one for a while, maybe longer than I needed to, but now you've got a ton of new stuff to see!
We got racing, we got big weird drone jammers, we got a new speeder thing! We got it all!
There's a ton of small changes too, and the multiplayer, while still a bit glitchy, is working dramatically better.
All in all, I'm really happy with this update, and I'd love to get your feedback on it. The next update will be properly public, but for now feel free to join the discord in the video description, you'll be able to find a download link there!

Ever wonder how to get your start in the wide world of spacecrime? Have a gander at our new instructional video, based on real gameplay!
Hey all, work is progressing on A.9, and I just wanted to let you know that you can expect it to include:
A server browser, to make joining multiplayer games with friends easier.
Rendering Enhancements, making a lot of things prettier
New Mission types
Mission Giver NPCs
All this new stuff is at least two weeks, maybe more like a month away from a playtest, but I'm looking forward to the next playtest and I'll keep you in the loop as we get closer!
In the meantime, you can try out the game for free now on itch!
MACHINE GUN
Our last group playtest brought the feedback that the drone jammer missions kinda felt like they were just dropping you in the desert with nothing but an "okay, good luck!" And you know, I think that's fair. Many of the gadgets are built around moving through a structure, so being totally exposed with a totally exposed device to protect isn't always a great feeling.
I first looked at the problem as something that I had to fix, but it became quickly apparent that dynamically and reliably placing useful and interesting cover and support systems was going to be extremely difficult without making other concessions, so I decided to focus on giving the player the tools that they need to secure the area themselves.
These pocket autoturrets are coming along nicely then, with just a little bit of polish left to do...and probably a dramatic reduction in the number you can carry. As you can see, it "only" takes about 20 or so to trivialize the mission, even at difficulty 3.
Oh yeah, and I may have thought that a certain sound effect was going to be the sound of a machine gun firing, instead of, well, you'll see. I haven't had the heart to "fix" that yet, we'll see if I muster the courage later.