I know this update has been a long time coming. As you can imagine, various life commitments have limited the amount of time I've been able to dedicate to this project. While I've managed occasional progress, it hasn't felt substantial enough to justify regular updates here on the store page. First, I want to sincerely apologize for not keeping you all better informed and for the slow pace of development.
To provide a clear update on what's happened over the past couple of years: I found myself increasingly dissatisfied with the previous build of Infantry. Although it provided an invaluable learning experience—helping me deeply understand Unreal Engine 4 and refining my development approach—I reached a point where I believed starting over from scratch was necessary. Admittedly, this might not have been the most efficient decision, but it's where things stand. Fortunately, the new build is nearing feature parity with the old one.
The upside of this rebuild is significant. The new Infantry build utilizes Unreal's Gameplay Ability System, which allows for much faster iteration and better overall gameplay dynamics. Additionally, this rebuild has substantially improved performance and network latency, ultimately offering a smoother and more enjoyable gameplay experience.
The largest technical challenge with the previous build was accurately predicting projectile behavior across the network—a fundamental gameplay element. I experimented with numerous techniques, but none provided the quality I desired. Recent advancements in Unreal Engine's networking capabilities have finally provided a robust solution that I'm satisfied with, making it something I'm now comfortable shipping.
At this moment, there isn't a lot of visual progress to showcase, and I'm deliberately cautious about what I share publicly to avoid negative perceptions. There are two primary reasons for this approach. Firstly, preparing demonstrations takes considerable time—time better spent advancing development. Initially, I eagerly shared progress, but I've recognized that at this stage, my energy is better directed toward development rather than marketing. Eventually, when the game is ready for a proper showcase, I'll seek professional assistance for marketing.
Secondly, my presentations to date have largely been tech demos, and being a developer rather than an artist, they haven't always been received positively. Thus, while I continue working behind the scenes, expect fewer updates until significant milestones are achieved.
I'm also aware that FreeInfantry recently released a version of the legacy client on Steam. I understand and respect that some players prefer to stay with the classic experience from the late '90s. My vision for Infantry, however, is different—I believe strongly in its core concept as a bullet-hell MMO with unique gameplay, and I also believe it can benefit greatly from modern improvements. If my vision doesn't align with your preferences, that's completely okay.
Ultimately, Infantry remains a passion project for me, and realistically, I cannot provide a specific release timeline. I know this isn't ideal news, but honesty about expectations is important. If you're still here, it's because you share the excitement and passion for seeing Infantry reborn, and I deeply appreciate your continued support. My dream is to bring this game to life—it will happen eventually, even if I don't know precisely when. If you'd like to help support this effort, following and sharing the project makes a meaningful difference.
Thank you sincerely for your patience and support.