2012 was a massive year for Reloaded. We had a newly-launched game and all the associated teething issues that needed to be ironed out that we attacked with zeal - things like compatibility with thousands of different PC set-ups, launching localized versions in Russia and Brazil, and creating and managing in-game events for Valentine’s, Halloween, and Christmas to name a few.
For us, 2012 was the year of Consolidation – making sure everything worked, that the game was fun and that we were listening to your comments, suggestions and bug reports from the community. 2013 is the year of Delivery. With the game and our development systems improved and more advanced, we can look to delivering more new features and content; things that we all want to see, and that you've been asking for.
Everyone knows that game development is a very fluid process – new software and hardware is released all the time, new ideas are born, new, unforeseen challenges appear. Regardless of the challenges that all passionate game development teams face, our goal for 2013 is to do everything possible to deliver on planned updates, so long as they are highly polished and ready for our players.
New & Improved Features for 2013
Our ‘To Do’ list for this year is pretty ambitious. Some projects are only in the design stage, but others are being coded as you read this. We’ll also be constantly working on performance, anti-hack measures, and bug fixes throughout the year.
So on to the good stuff! (Please note the list below is not in order of release or priority.)
Our major goals for 2013 are:
- Score system update
- New tutorial
- Brand new front-end design
- Mission re-vamp in mission districts
- Elective spawning
- New contacts
- Asylum map with new game mode
- Threat segregation
- Joker Ticket activities in mission districts
- Smart district spin-up
- Re-designed HUD
“Settling the Score” (Version 11)
We’ll be releasing a few major updates throughout the year, the first of these being called “Settling the Score” (Version 11), set for an April release. This update will feature an improved District instancing mechanic, a new scoring system that balances arrests, kills and mission objectives, and a new way for players to choose their own spawn point after death. We’ll write a blog post with full details just before release.
ARMAS Marketplace Content
We have a small but talented team of artists constantly working on new content for the game.
As we've already revealed in a concept teaser we’re working on an Enforcer Performance Kit for the Bishada, and of course we’re working on the Bishada Criminal Performance Pack too. There will also be some new clothing elements for both packs, and these will be revealed a short while before release. This is all a few months away, so consider this a very early sneak peek.
We’ve had a lot of positive feedback about our in-game special events because they allow us to create some fun seasonal gameplay and rewards. We’ll be doing major events for the usual big holidays - Valentine’s, Easter, Halloween and Christmas – and there will be plenty of other stuff in between. Our next major holiday is Easter, and while we don’t want to reveal it all yet, let’s just say that you can expect to find a brand new character walking around the streets of San Paro.
We’ll continue to work on improving online game performance, update current anti-hack measures, pursue new possible anti-hack measures and destroy bug that may pop up throughout the year.
A Bright Future
Improving APB Reloaded is a continuing conversation with our community. We appreciate your feedback and we read every Forum, Facebook, and Twitter suggestion. We’ll continue to work on improving online game performance, update current anti-hack measures, pursue new possible anti-hack measures and destroy bug that may pop upthroughout the year.
So 2013 is the year of major updates, more content, and more communication. We appreciate your support, we hope you like what you've heard so far, and we look forward to seeing you in the game.