Alpha 3 Starts Now
Hi everyone, we’re finally ready to begin Alpha 3! For those of you who have been with us for the last few alpha tests, we just want to say thank you for your patience and for sticking around. Your passion for Frameshift really helps keep us motivated.
If you haven’t yet signed up to alpha test, you can do so here and we’ll let you in as spots become available.
Below, you’ll find the complete changelog for Alpha 3, but first, I wanted to mention a few big features that are NOT in alpha 3, and will come in future updates:
Enterable buildings in cities. For now there is not a ton to explore in large cities since most buildings are not enterable. We will be focusing on this next.
Repairing / claiming cabins and digging bunkers. This is a mid to late game feature so we’re focusing on other player progression features first.
Player run economy. We will be adding a currency, player trading, and player run vendors in a future update.
Alpha 3 Changelog
All environment visuals are updated
5 unique biomes with improved vegetation and environment assets
Rivers, lakes, and ocean
Immersive and dynamic ambient soundscape
More points of interest in the world
Road encounters
Residential neighborhoods
Farms & Ranches
New rendering system for better graphics
Contact shadows, micro shadows, screen-space reflection, distortion, volumetric fog, volumetric lights, volumetric clouds, physically based sky & atmosphere, improved VFX, shaders, and decals.
Animals that can be hunted for food and crafting ingredients.
Combat abilities that are unique to each class
6 character skills that progress as you play: Endurance, Defense, Bare-Handed, Bladed, Cleave, Bludgeoning, and Archery
Tutorial
Sleeping bag
Fast-travel to friends
Respawn at it if you die
Persistent container to safely store your loot, even if you die or log out.
PVE and PVP servers to suit your play style
More unlockable class perks
More weapons. (Including bow & arrow, power tools?!)
In-game proximity-based voice communication
In-game server browser