Dune Awakening

Chersk

Trakanon Raider
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It's a hybrid setup and the fact that its apparently an interconnected economy makes it an MMO.
 
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Cybsled

Naxxramas 1.0 Raider
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Downloaded the char creator/benchmark. Benchmark FPS seemed great on ultra settings and the char creation was kinda fun - I wonder how much all the selections you make after you finish creating your character look will actually influence things. Like I decided to make a Bondsman Mentat from Ix..curious if that means I will get bonuses to tech shit, or if it will be mostly flavor/the occasional bonus dialogue?
 

Kuro

Naxxramas 1.0 Raider
9,370
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Grinding my third 220 as a Keeper caused permanent spiritual damage

Would do again
 

Xevy

Log Wizard
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4,268
Anyone who actually got test this able to explain how survival this is, how mmo this is, and how storyline progression this is? The shit reviewer shit all leaned on the latter of the 3 and if so that's a shame.
 

Sludig

Potato del Grande
10,272
11,021
So, lately it seems, like every game being released nowadays.
Worse than most, felt full on alpha build much less beta. Gave up after character got stuck in a boot crash anytime I tried to load in.
 

Cybsled

Naxxramas 1.0 Raider
17,351
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Anyone who actually got test this able to explain how survival this is, how mmo this is, and how storyline progression this is? The shit reviewer shit all leaned on the latter of the 3 and if so that's a shame.

I think the closed beta is still NDA and the beta pool is reportedly small - outside that preview event they did for some influencers, I don't think a huge amount has leaked yet

The character creator seems to suggest there may be classes (or at least certain specializations). It had swordsman, drone users, bene gesserit, and some mobile ranged weapon soldier. Wouldn't be shocked if it boils down to melee DPS/tank, rogue/support, healing/CC, and ranged DPS archtypes.
 
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Tarrant

<Prior Amod>
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NDA is still a thing, yes. I've been in the Alpha and Beta for this since it started and I'm a bit worried about the launch window, personally. It's mostly server performance-related, but really looking forward to talking about the game here in a few months.
 
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Chersk

Trakanon Raider
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1,463
I heard the AI was pretty decent a couple months ago and then they broke everything and its fucked now.
 

Kuro

Naxxramas 1.0 Raider
9,370
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Some day this company will accidentally find a programming intern that doesn't suck at coding and they will dominate the industry
 
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Blitz

<Bronze Donator>
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My biggest complaints are server related/rubberbanding issues. Otherwise, I've enjoyed it.
 

Cinge

Ahn'Qiraj Raider
7,368
2,434
So its sounds like the usual funcom. Man when will they learn. The sad part is, I will still probably try to play it. I mustered through AO's bad launch to a great game and conan exiles EA issues(damn that game spent 15 months in early access). I don't remember specific's of TSW launch but I do remember it was a bit messy too.

Kuro hit it on the head though. If you could combine their design/idea with people who know how to code and some solid infrastructure, damn.
 

Cybsled

Naxxramas 1.0 Raider
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Don’t have time to watch right now, but what was the explanation on server layout/population because they mentioned queues for some areas?
 

McFly

<Aristocrat╭ರ_•́>
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Don’t have time to watch right now, but what was the explanation on server layout/population because they mentioned queues for some areas?

It's not mentioned but here's an AI summary of the transcript for this video.


Summary of Transcript Part 1 of 3


Start Time:
00:00:00
End Time: 00:52:02




🎮 Overview of Dune: Awakening Gameplay Reveal​


  • Game Title: Dune: Awakening
  • Type: Massive open-world multiplayer survival game.
  • Platform: PC and consoles.
  • Setting: The desert planet Arrakis (Oracus), known from the Dune franchise.
  • Objective: Survive, explore, build, and align with factions in a hostile environment.



🔑 Key Gameplay Features Introduced​


  1. Exploration & Survival Mechanics
    • Ever-changing desert world with dynamic weather like Coriolis storms.
    • Weekly map changes add replayability and new secrets.
    • Scan terrain for resources using modules and survey probes.
    • Use tools like suspensor belts and grappling claws for traversal.
  2. Building & Crafting
    • Collect resources to craft stillsuits, shelters, and vehicles.
    • Bases can be relocated; old bases are cleaned by storms (game mechanic).
    • Building system praised by developers for its flexibility and creativity.
    • Community has already created imaginative structures during beta.
  3. Combat & Encounters
    • Weapons: From guns to melee combat (e.g., swordmaster tree).
    • Sandworms react to vibrations – danger if detected.
    • NPC Factions: Scavengers, smugglers, mercenaries—each with different behaviors.
    • Dynamic encounters and random world events.
  4. Factions & Quests
    • Align with houses like Atreides or Harkonnen.
    • Pick up contracts from boards or discover them in the world.
    • Specific quests unlock unique skill trees (e.g., from NPCs like planetologists).
  5. Environmental Interactions
    • Quicksand, radiation zones, and drum sands affect survival.
    • Sunstroke impacts hydration—traveling at night is safer.
    • Caves and outposts offer unique loot and lore.



✈️ Vehicles & World Travel​


  • Sand bikes and ornithopters (flying vehicles).
  • Flight opens up access to remote locations and cities.
  • Travel systems enhance sense of scale and progression.



🎨 World & Visual Design​


  • High emphasis on verticality despite being a desert.
  • Distinct rock formations, lighting, and biomes for variety.
  • Inspiration from the Dune universe, with alien yet familiar aesthetics.



👤 Developer Insights​


  • Hosted by Natasha Rosley (Funcom).
  • Guests: Jeff G. (World Director), Iin Yanow (Environmental Artist).
  • Talked about challenges designing a desert world and balancing realism with fun.



📝 Notable Mechanics Mentioned​


  • Harvest blood for water (survival tactic).
  • Hidden chests with rare loot like lasguns.
  • Areas like abandoned testing stations and shipwrecks contain valuable rewards.
  • Survey probe system to map terrain and find hotspots.


    Summary of Transcript Part 2 of 3


    Start Time:
    00:52:02
    End Time: 01:31:55




    🌄 World Design & Environmental Mechanics​

    • Canyons & Elevation: Deep canyons like the Hagger Rift offer shelter from sandstorms and worms.
    • Traversal Challenges: Platforms and mining tunnels help players navigate vertical spaces.
    • Lighting Techniques: Inspired by games like Zelda: Tears of the Kingdom; carefully crafted for visibility and mood.




    🚨 PVE vs PVP Zones​

    • Kenly System: Zones are color-coded (Green: PVE, Red: PVP, Yellow: War of Assassins).
    • Shipwrecks vs Testing Stations:
      • Shipwrecks: Primarily PVP, with valuable components for crafting weapons.
      • Imperial Testing Stations: PVE areas with parts mainly for vehicle crafting.




    🧱 Resources & Looting​

    • Resource Types:
      • Armor plating, mechanical parts, plasti-microfiber.
      • Replace traditional materials like “wood and stone” with sci-fi equivalents.
    • Loot & Stealing: Vehicles can be stolen from NPCs. Hidden loot chests reward exploration.




    🪐 Map Travel & Exploration​

    • Overland Map System:
      • Travel via ornithopters across various zones (e.g., Habbanya Basin to Harco Village).
      • Players manage fuel and water even during flight segments.
    • Cities & NPCs:
      • Towns like Harco Village act as social hubs.
      • Transport services (e.g., NPC shuttles) available before acquiring flying vehicles.




    🎵 Music & Sound Design Feature Segment​


    Behind-the-Scenes Recording in London

    • Recording Studio: Air Studios in London (secured last-minute).
    • Soundtrack Goals:
      • Emotive, immersive, and adaptive to game environments.
      • Inspired by Hans Zimmer's film score but with original identity.
      • Uses vertical layering and stems for dynamic transitions.


    Music Composition Approach

    • Composer: Knut Avenstroup Haugen
      • Known for Age of Conan and Conan Exiles.
      • Focus on synthesizers and non-traditional orchestration.
    • Three Audio Design Pillars:
      1. Flow – Seamless transitions in gameplay.
      2. Information – Cues for in-game actions and locations.
      3. Evocation – Emotional depth through adaptive music.
    • Notable Musical Track: Wind Sack – Vocal-driven theme representing the "Voice of Arrakis".




    🔊 Sound as a Narrative Tool​

    • Environmental Cues: Sounds convey biome identity (e.g., radioactive zones vs desert).
    • Sandworm Sound Design:
      • Described as divine creatures, not just monsters.
      • Audio conveys size, threat, and presence.
    • Communet Radio System:
      • In-game radio with faction propaganda, lore, and music.
      • Includes podcast-like content to deepen immersion.


        Summary of Transcript Part 3 of 3


        Start Time:
        01:31:55
        End Time: 02:11:41




        💰 Business Model & Pre-Orders​

        • No Early Access: Dune: Awakening will have a full release at launch.
        • Head Start Access: Available with Deluxe/Ultimate editions – 5 days early playtime.
        • DLC Strategy:
          • Focused on optional content like cosmetics and side stories.
          • Season Pass includes first four DLCs.
          • Not Pay-to-Win – no power or progression locked behind payment.
        • Three Editions:
          1. Standard – Base game, terrarium pet, cosmetic swatches.
          2. Deluxe – Includes Head Start, DLCs, armor set.
          3. Ultimate – Includes all Deluxe features + exclusive building set, art book, and soundtrack.


        🏠 Customization & Base Building​

        • Swatches: Customize armor, weapons, and vehicles with color “swatches.”
        • Kaitain Palace Building Set: Exclusive decorative assets, includes iconic Atreides bull statue.
        • Furniture, not Walls: Building sets mostly focus on decor elements.


        🔧 Tech & Tools​

        • Benchmark Tool + Character Creator:
          • Available now on Steam.
          • Save your character for launch.
          • Running it unlocks a special Frame Blade weapon skin.


        📦 Gameplay Systems Clarified​

        • Shared Server Instances:
          • Haga Basin: Starting area, instanced but not isolated—includes queue system.
          • Deep Desert: Shared among players, 3x3 grid, mostly PVP-focused with safe PVE edges.
        • Base Protection:
          • Shielded and powered bases are safe from destruction.
          • Bases decay if not maintained (similar to Conan Exiles).
        • Building Rules:
          • Can build nearly anywhere, but key lore areas and roads are restricted.
          • Building on sand attracts sandworms – risky but possible!


        🗺️ Vehicles & Combat​

        • Attack from Vehicles:
          • Ornithopters can be equipped with rockets.
          • Players can fire from buggies and flying transports.
          • Modular vehicle system allows loadout customization (e.g., scanner, mining laser).
        • Types:
          • Ground: Sandbike, buggy, Harvester.
          • Air: Transport ornithopter, scout versions, etc.


        💬 Q&A Highlights​

        • Voice Chat: Proximity voice available, off by default.
        • Controller Support: Yes, full support with UI optimized for controllers.
        • Solo Play: Nearly all content, including spice harvesting, is solo-friendly.
        • Guild Size: Max of 32 members.
        • Private Servers: Under consideration but no confirmation yet.
        • Battle Pass: Not included. "Season Pass" refers only to DLC bundles.
 

Cybsled

Naxxramas 1.0 Raider
17,351
13,882
Thanks - game definitely seems interesting, but a queue system might fuck up clan vs clan stuff unless you are guarantee a matchup