The Artificial Core studio was planning a new testing phase for Corepunk at the end of winter. It is now set for the end of April, but with various fixes and content additions. The developer then plans updates every quarter.
At the end of last year, the studio Artificial Core organized the first play-tests of Corepunk, which initially only welcomed a few dozen testers. A new test phase, longer and more ambitious, was announced for “the end of winter”. She is finally a bit delayed, now scheduled for April 23 to 30, but to better refine the MMORPG and expand its content. The developer considers this postponement necessary in view of the comments of the first players (which must be taken into account) and the crunch from the end of last year (the development team clearly won't keep up this pace indefinitely).
Improvements in “quality of life”
So what about modifications and additions? The Artificial Core studio team mentions, for example, an improvement to the map of the game universe in the interface, which still aims to list NPCs but also quests and points of interest, with the possibility of filtering them. or add your own annotations.
The crafting workshops have been moved closer together to make it easier for artisans to move around, and the harvesting areas have also been streamlined in the game universe (resource spots were random, they are now more consistent for explorers ). Along the same lines, chests are now also available in monster camps, accessible after defeating their guardians – in PvE zones, the chest goes to the group that defeated the monsters; in PvP zones, it goes to the first person to open the chest but opening requires 10 seconds (you will have to defend what you claim).
The studio also indicates that it has reworked the first five game levels to better accommodate new players (with a completed tutorial). New hero specializations will also be available, the Ranger, the Shaman and the Infiltrator, with their weapon specializations. The weapon specializations of Destroyer, Legionary, Blast medic will also be playable. The developer will also add the passive skill trees for eight of Corepunk's ten classes (Warrior, Assassin, Hunter, Tank, Medic, Mage, Pathfinder and Support).
And seasonal updates
Finally, this next phase of testing should allow the Artificial Core teams to test their ability to evolve the game universe regularly. Concretely, Corepunk is not intended to integrate repetitive content (such as daily quests which artificially increase the playable content). The developer intends to opt for a seasonal model, adding new activities every two or three months – new areas and camps to explore, NPCs with new stories, new types of monsters or even new specializations. weapons and heroes to unlock.
The developer says he has designed a lot of content over the past few years, but feels he still needs to learn how to deploy it properly. This is one of the objectives for this year and the upcoming tests will obviously allow the development team to practice. To be discovered concretely from the end of next April, therefore. For the curious, registrations are still open on the official website.
