We've added a left sock to accompany the right sock we added in version XX. It's still held back by it's legacy code like it was a year ago, there are still no zombie hordes (or even zombies for that matter), it runs poorly (on an OC'ed i5 2500k/980), and the only thing that seems to have changed is window dressing. Squad is also in alpha and currently contains several large maps, a polished UI/interface, the core infantry combat the game pivots on as well as a slew of weapons and implemented base building mechanics (that are well polished for an alpha) and Squad should have fully functioning vehicles within a month.ĭayZ on the other hand, from the perspective of someone who drops in on it once every four months to see what's new (and if it's fun yet), has barely changed at all in the same period of time. The newest Star Citizen alpha (2.1 just came out today) is decently optimized (for an alpha) and contains early iterations of all the games mechanics as well as dozens of gigs worth of content. I've also been following Star Citizen a nearly equal amount of time however I'm not sure I'd count Star Citizen as it was immediately following the Kickstarter campaign as the internal builds at that point were more of a proof of concept than a main development branch.Īnyway, in roughly the same amount of time, Star Citizen and Squad (very different types of games with very differently sized development teams) went from being nothing to what is essentially the core of the experience they will be building on. I've been following DayZ the longest, since it was first announced in 2013 or so (I bought it the moment it went into EA). I'm following three Indie games with a large focus over the last several years as they undergo development: Star Citizen, Squad, and DayZ: SA.
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