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Corepunk First Look Phase 3: December 16-20

Published 9 months ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hello everyone!

Today, we want to provide an update on the upcoming test. We're moving the test to December 16th, and it will last for 4 days, until December 20th, inclusive. The upcoming test will be conducted without an NDA, which means that gameplay can be recorded on video, screenshots taken, content publicly shared, and live-streamed without any restrictions. We plan to significantly expand the number of invitations sent out and hope that many of those eagerly awaiting the game will get to play in the December test.

Also, based on the results of two tests conducted in closed mode, we've gathered a lot of valuable data and experience and want to objectively state that the upcoming test will be an alpha build. According to our forecasts, we will enter beta along with the game's early access by the end of winter.

This will be the first time we openly show the game. For us, this is an important step towards the release and expanding our audience. The goals of the next test are primarily to give the community a chance to play Corepunk, form their first impressions of the game, its open world, initial experience, and showcase the gameplay, sharing their opinions about the game with a broader audience. From a technical standpoint, we will be testing server scalability, which is also a key step in our roadmap towards the release.

Closer to the test, we will announce the exact number of invitations and details of the upcoming test, what will be included and what content will be available for testing.

Once again, we want to thank our entire community for your interest in Corepunk throughout this time since its announcement, for your constant support and patience. We are gaining momentum, and you will start to see and feel this beginning December 16th, 2023.

Kindly, Corepunk team


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Second Test Recap

Published 10 months ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hello everyone!

The second test of Corepunk has come to an end. First and foremost, we would like to express our huge gratitude to all participants for the time spent testing the game. We have collected a lot of feedback, and we still have to delve deeper into all aspects of the past test, but we are already able to draw some conclusions and prepare for the next, third test of the game, which will start from December 2nd. We'll focus on enabling all the craft content presented in the professions video in our December test.

The game is in the active stage of development and polishing. Some of what you have seen or felt during the tests may not represent the final quality of the product. We conduct game testing to understand how all the basic systems in the game work, identify critical errors that may only surface during real tests, to see the overall gameplay flow and at what stage certain bottlenecks occur in the basic gameplay.

Technical side - the test performed very well, for the first time we tested the infrastructure in several large regions around the world. During the testing process, critical bugs and errors related to characters arose, which is great and is the point of such tests. It is also great that the rest of the infrastructure worked reliably. The next stage is scaling and improving the existing infrastructure.

Gameplay - the main concern was related to basic health and mana regeneration. In Corepunk, there is no basic health and mana regeneration; it is only present with minimal damage and expenditure, from 90% and above health and mana slowly recover. But the main question is not whether there is basic regeneration in the game or not, but how well the player's toolkit is balanced to provide a smooth gaming experience. In this regard, we indeed have a lot of room for improvement, on which we are working and will present them in each new test. We know that the initial experience for newcomers and roam around the world should be a smoother immersion in the gameplay. Much will be worked out in subsequent tests.

In the context of this topic, we would like to pay attention to how we see the gameplay and what we are striving for. What we saw in the tests and what we liked. Perhaps this will answer some of the community's questions after testing and what to expect from Corepunk in the future.

Corepunk - is an atmospheric world where the player constantly feels danger around every corner and strives to move thoughtfully and cautiously. You could say that this has always been the main idea and backbone of Corepunk. From the very first announcement trailer, we showed that the game would be challenging, and the world dangerous. And perhaps you may die a few times at first. But over time, players will learn to navigate the world, wild lands and wastelands, minimizing unnecessary deaths, and some solo players with special talent tree sets will find ways to die very rarely. Although the penalty for death is extremely small, the game's atmosphere is such that the player intuitively tries to stay alive in the world as long as possible.

Gameplay in a group and solo - We highly value and love playing in a group, it is a unique experience and we have put a lot of effort into building gameplay that supports such a game. Also, we pay no less attention to solo play, perhaps this has not yet been revealed in the initial tests for a variety of reasons, but the fact that we pay a lot of attention to solo play and build the design in such a way that it is an interesting and unique experience, you will have to believe and check in the upcoming tests. The fact is that these are our intentions, and how we deal with them will be shown by the game.

Game difficulty - We never intended to create a hardcore game, the goal was to make a game with different gameplay possibilities and although this sounds standard, we have indeed implemented and continue to implement many mechanics that support this direction. In Corepunk, it is not necessary to rush to the top, you can stay and enjoy a calm, relaxed pace of the game. For this, we work a lot on the world and immersion in it, and this work is far from completion, it is only at the very beginning. Also, almost every system has built-in subsystems of horizontal progression. The second test, although not without unforeseen gaming bottlenecks, some players from the first test may have felt a smoother flow in the beginning of the game due to a greater variety of recipes. Food and consumables are always useful and necessary even with level increase, resources are necessary, skins, some artifacts and weapons that you find while traveling will be useful for you at high levels as well as in the beginning of the game.

A small example of the above in practice - In cooking, it is important not only to level up the profession to be able to cook more advanced food but also to constantly try to collect and expand your list of available recipes, as this will make cooking significantly more effective and increase your survivability and sustain many times over. With each new recipe found, gathering professions also become significantly more effective, the goal for the player is to be able to craft items and consumables from almost all types of available resources, which greatly increases the effectiveness of professions and will be very useful at high levels.

We do not intend to put deliberate pressure on the player to progress at maximum speed, but to make it a choice, so that the game also encourages a calm pace of gameplay and if the player wishes, he does not feel that he is missing something or falling behind events in the game world. It turns out that the harder you speedrun to max stats, the harder the game will become in terms of challenge and grind and gives you the opportunity to fully enjoy this style of play. If you chill for a couple of hours a day farming with a cup of coffee or tea chatting with friends, family, the game will seem very relaxing to you, at the same time rewarding and intriguing, because the atmosphere of danger will still be present, you will determine the degree of action yourself, and profit and satisfaction from finding useful items or resources will not diminish substantially.

It is nice to see how players arriving in an unfamiliar world find new different ways to survive, adapt, settle down, get on their feet, choose a strategy in their travels around the world. Some participants managed to find excellent ways to survive. Preparing before venturing into the world is very smart, trying to stay in it as long as possible for farming and bring out as many resources, useful items as possible before you run out of sustain options. Returning to the settlement, analyzing your loot, crafting artifacts and consumables, strengthening yourself and starting preparations for the next hike, preparing to last even longer and go even deeper and find even more interesting places, loot and skins, bring out more resources. We understand perfectly well that for such gameplay, the player must have all the necessary tools for enjoyable and streamlined experience, so that holes in the gameplay do not disrupt the flow. This is exactly what we are working on, to make an atmospheric, immersive and dangerous world and give the player all the necessary and interesting tools to explore it themselves. Most often, we see that bewilderment in players comes from the fact that not all mechanics are present in the test builds, but with each test, they expand, supplementing the existing gameplay and some questions arising at this stage will dissipate or gain the necessary logic.

Conclusion - The idea of Corepunk is actually very straightforward and simple. There is a dangerous, beautiful and atmospheric world, full of adventures, monsters, lost secrets, artifacts, different NPCs populating it, interesting places and finds. There is you, the player, who at the start of the game is at the very bottom of the food chain. Your first task is to adapt, collect more information and knowledge and survive in a new unexplored world. Develop your character so that he can travel the world and explore in the farthest and most dangerous corners. Corepunk has all the typical types of entertainment of a theme park, but there are no typical automatic navigation mechanics. Being in the game world more resembles a sandbox, as there is no goal to lead the player by the hand through the attractions, but on the contrary give the world, tools and the opportunity to find ways to survive, settle and develop themselves.

In conclusion, we would like to say that although we were inspired by many wonderful games, Corepunk is a completely self-contained game, with its character, mood and style. There were never plans to make a "killer of something". We understand when players enter a new game in search of their previous favorite games and we cannot tell you how to play, it is up to each person, but if once in the world of Corepunk you look at it from a different angle, as a new world in which you can find your features, your adventures and favorite mechanics, we are sure the game will open up to you from new unexpected sides.

P.S.: The game is in the active phase of development and polishing in all its aspects, with each test you will see more content, QOL features and the overall polish of all directions. We ask you to be patient and enjoy this exciting journey with us, for us it is as new as it is for you and we cannot guarantee that this will be the best game in the world, but we can guarantee that we will apply all our efforts, determination and perseverance in wanting to present you with a high-quality final product. And we will not back down until this is the case.

Your Corepunk team.


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Corepunk First Look Phase 2: November 4-5

Published 10 months ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hey everyone,

We're excited to announce the upcoming First Look Test Phase 2, happening on November 4-5. The main focus of this phase is to test out the second iteration of our initial experience and expand the game regions available to players.

This time we'll send invitations to 100+ members of our community. Servers will be up and running in multiple locations: EU-West, NA-East, NA-West, and SA-East, so we can get a good read on how things are performing globally.

A quick note about NDAs: The visual NDA is still in effect. We want to take the time to make further improvements before we go public. So, the NDA will be lifted in the next testing phase.

Thanks so much for your ongoing support; as always, we're waiting to hear your feedback and take the next steps in this journey!

The Corepunk Team.


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First Steps in Corepunk: September Test Recap and Upcoming Plans

Published 11 months ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hey everyone,

We recently concluded our first test on September 30th, and we're excited to report that it was a success. Many of the bugs you encountered were already known to us, and we're on the task of addressing them for our next round. On the technical side, it was good to see the game run without significant frame drops. We're actively working on bringing an even smoother experience in upcoming tests.

A big takeaway from your feedback was the immersive nature of the Corepunk world. It's good to know our efforts in crafting a rich atmosphere resonated with many of you. We're committed to enhancing this immersion in future updates. However, we did notice certain elements, like limited content, affecting the game's balance and disrupting players' flow. We'll fix that in our upcoming updates by expanding testable content.

Quest navigation was a highlight in the feedback. While we believe direct quest markers might take away from the sense of exploration, we're looking to improve quest structure and will add more general markers and zone names to the map for clarity.

The beauty of MMOs is that every player brings their own style to the table. Our world is designed for exploration, and sometimes, missing an NPC or two is part of the adventure. Encountering an unexpected character in a remote area should feel like a unique event. We aim for a genuine world where players choose the pace. 

One of the things we liked seeing during the test was how players interacted with each other. It felt natural and is exactly what we were aiming for with Corepunk.

But, we did see that playing solo was more challenging than we wanted. Corepunk is designed for both solo and group players. There are designated passive talent trees for solo players. But we see that some balance fixes are required to improve that experience.

We wanted to mention that it was our first test. You should expect changes to the balance as we test gameplay and game systems. But the core gameplay loop will more or less stay the same, challenging but not hardcore. Moving forward, Corepunk will continually evolve, with each testing phase aimed at refining the game further.

Huge thanks to everyone for the interest and support in Corepunk. We especially appreciate those who participated in the test for their invaluable feedback. We're sure it will help us to improve the game.

We're already gearing up for another test by the end of October, and we can't wait to welcome even more of you to provide insights. And look forward to seeing you again at the end of October!

Best wishes,

The Corepunk Team