Hash Rush Looking to the Future — Development Plans for Late 2020 and Early 2021
2020 is quickly coming to an end and as such, we thought that this would be a perfect opportunity for us to talk to you about our plans for Hash Rush, covering the upcoming content that we are developing for the game, and of course, the issues that we are working on fixing.
So, without further ado, let’s dive right into it!
Development Plans — Content
Let’s start with the best things first, the focus for our new-content development for Hash Rush.
Completing and jumping between planets is core to Hash Rush as we do have the system in place. However, if you’ve played through Hash Rush, you may have noticed that (with a few minor exceptions such as some key bridges) all of the planets in the game are the same. So, we’re sure that you’ll be happy to know that this is a major focus point for us.
What are we working on? Well, that can be split into four main points.
- Different planet environments, starting with a desert planet, and an ice planet
- Procedurally generated planets, so that no 2 planets are the same.
- Unique monsters based on the planet’s environment
- Different Crystal Fog effects per planet
Naturally, more environments are planned, but the core will consist of the Swamp (current version), Desert, and Ice planets.
It’s only logical that the monsters differ per planet. After all, seeing a Fisher on a desert-based planet doesn’t really make sense.
To show you what we’re working on, here are some concept arts and videos of the upcoming monsters.
First up is the Scarab, a monster that will make its appearance on the desert-based planets.
The Ice Wisp is a new monster that is being designed for the Ice-based planet.
Customizing the Crystal Fog per Planet
In our latest update, we changed how the fog/fear mechanic works. So instead of your units getting hit with the fear debuff the moment that they walk into an unlit part of the planet, they now get specific debuffs, whereas walking in the radius of a light source will grant them buffs.
How does this relate to the unique planet direction? Well, with this system, we are able to change the effects of the Crystal Fog on a per planet basis (due to some technical reasons this was not possible with the old system). So though the starter planet will now be easier, future planets will have different fog effects, dramatically changing the tactics that the player needs to use.
Just a few quick words on this point. This should be seen as our end-goal for the planet system, the reason for this is that we are developing our own generator from bottom to top. So though it is on our active to-do list, don’t expect to see this too soon.
Though the planet system is our current focus, there are several other features that are high on our to-do list:
- Heroes: Unlock special heroic units that can be equipped with specially crafted items.
- Crafting system: Using Crystals and Materials as a currency to craft unique items (for the heroes)
- A permanent home base planet where the player has access to unique buildings/units, dungeons, research, and more.
- Blockchain integration
And there you have it, the current focus for Hash Rush in November, December, and early 2021. Naturally, we are well aware that there is a need for major updates that impact the game’s quality of life, things such as a proper end-of-planet experience, fixing the game’s combat system, and improving the camera controls, so let us tell you right now that these are all points that we are actively working on while we work on the planets.
If you want to learn more about our plans, please check our roadmap over on Trello, last updated on the 19th of November.