Now, making a game set in Antarctica has been challenging. The terrain is bland. There’s basically no animals. And there can’t be THAT many NPCs walking around. So instead, I’m putting a lot of effort into the enemies. NPCs will heal/res each other, get on-line to respond to the player, respond to sniping properly, create sorties to pursue the player, do 2-4 man CQB indoors (I fed Opus CQB videos to copy lol), and the other dimension provides some interesting interactions between human NPCs and the, well.. others.
What has been most impressive about working with Opus 5 on my game are the tools it builds for me that I can use offline while not spending unnecessary tokens. Such as a full map editor, storyboard/mission planner, item and sound effect repository, and changelog with screenshots that Opus takes while testing. I spent a couple hours last night in the map editor cleaning up the topography of my act 2 map all without any token spend. Then an updated json file is committed/read by Opus and the new map is set. Keep in mind, I have no opened any code files. Just using these tools Opus builds for me.
For the last 3 weeks I’ve been working on my Antarctica horror shooter using Opus 5.5 with a max plan. Utilizing connectors to Meshy, ElevenLabs, and Blender for visuals, concept art, and sound. Im going for a traditional MGS1/Half Life vibe with modernized controls/inventory system, and smaller open world maps for my three act story structure inspired from the Stalker games. And yes, there’s a reason for the red night vision and red multicamo. 👀
My analogy for AI is that it’s like Green Lantern’s ring - it will create anything the wearer wills into existence, but it ultimately falls on the creativity and responsibility of the wearer to make it happen.
13” ADAPTIV REMLOK RAIL. The weight on this guy is awesome considering its girth and hefty steel barrel nut (the final will be coated black, don’t worry).
Appreciate the kind words.
But I have to ask: why do people keep using the same picture of me from 2017? Lololol
I’m super happy for Jon. He’s spent 10 years working on a new coding language with an impressive code compiler, while using this game to develop it. Most people can’t persevere 10 years on a personal project and make it to completion. Massive respect
Order of the Sinking Star has been out for a week now, so I decided to run some stats on Steam where it's easy.
The Witness was our previous game that was very successful when launched 10 years ago. Order has sold 45% more units on Steam in its first week than Witness did.
Order is 25% cheaper (Witness was $40, Order is $30 with some bundle discounts, and there's been some inflation), so you would expect more units at the lower price. But regardless, it looks at least as financially successful as the Witness was, maybe a little more eventually, depending on how the tail goes.
Thanks everyone for supporting the game, and I'm glad you are enjoying it!
It now appears that NFA forms 1, 3, 4 are purely voluntary for SBRs, suppressors, AOWs, and SBSs.
Let the 11.5s with short suppressors flow!
Since they’re making this public execution such a spectacle, they should maximize value by handpicking the firing squad - get the hold out juror from the Clancy case, Kyle Rittenhouse, Alec Baldwin, Derek Chauvin, Tim Kennedy. Imagine the ratings
Fine, I’ll put three on my rifle and that’ll make me better than this guy. Right?
Oh, @LucasBotkin, you don’t like vert grips and think they’re dumb? Well real operators operate with two of them. You’ll never operate on their level.






























