Devlog 01:


🛠️ Future Plans + Priorities

First off — a massive thank you to everyone who's taken the time to check out Pre-Nexus Trials, especially those of you who downloaded it. Whether you're here out of curiosity, survival instincts, or pure chaos... I appreciate you. ⚔️

As of right now, I'm focused on making the experience better. I’ve got a vision for this game, and though we’re working with tight resources, the mission hasn’t changed.

Here’s what’s coming up — and why it matters:

🔧 Optimization is My Top Priority

This is an online multiplayer FPS, and I’m building it on very limited hardware — we’re talking a GPU from 2008. So, everything I add has to be considered carefully. It’s all about striking a balance between performance and immersion.

Expect gradual upgrades — not explosive content dumps. But know this: every single change is made to improve the core survival experience. Honestly, the fact that I integrated 16 sprite angles(that includes the dying animation. Ye, they get angles too), on multiple camera perspectives, along with multiple modern fps systems, in an online multiplayer environment, using a 2008 GPU, is just crazy.💀

☁️ Where Are the Shadows?

You’ll notice shadows are currently missing in the game. That’s intentional — shadows are disabled during development to avoid frying my machine, but they will be included in builds moving forward. You’ll see it in the next update.

🏗️ Assets Are Coming — Slowly

The maps might feel a bit minimal right now. I’m holding back on populating the world with too many props (like wires, barrels, flickering monitors, etc.) due to performance constraints.

Things like:

  • Loose wires on cameras

  • Lit-up control panels

  • Pipelines and interactive barrels

These will return when performance allows for it. They’re not cut — they’re on standby.

🎒 Inventory System: More Visual, More Polished


Right now, the inventory uses basic color blocks and item names. That’s about to change. I plan to:

  • Add actual item images

  • Use orb-like glow effects instead of plain color fills

  • Improve UI transitions and responsiveness

It’s still inspired by classic survival horror, but we’re turning the dial up.


🛡️ Shield Generator Tiers Incoming


Soon you'll be able to find and equip Shield Generators that come in multiple tiers (Tier 1, 2, 3...). These tiers will:

  • Vary in shield capacity

  • Offer different recharge behaviors

  • Come with unique properties, such as:

    • Boosting weapon damage using shield energy

    • Triggering short invulnerability bursts at the cost of full depletion

    • Other tactical perks are still in experimentation

This will open up more variety in how players build their play style.


🔊 Sound & Feedback

Right now, there’s not much audio feedback. That’s gonna change too. Planned additions:

  • Reload SFX + animation

  • Inventory open/close sounds

  • Health + shield use feedback

  • Item selection sounds

These little touches are critical for immersion — and I know it.

🧠 Final Thoughts

This isn’t the final product — it’s the beginning of a loop. Every update adds weight. Every new system gets tested by the community. This project is evolving with your feedback, and it’s only going to get sharper.

If you like what you’ve seen so far — stick around. And if you're new here... consider giving the game a shot.

See you in the Trials.
Infinite Adr3naline

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